{"items":[{"id":"trinket","title":"Trinket","source":"Player's Handbook (2024) p. 47","description":"When you make your character, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets.\n\nTrinkets:\n1d100 | Trinket\n01 | A mummified goblin hand\n02 | A crystal that faintly glows in moonlight\n03 | A gold coin minted in an unknown land\n04 | A diary written in a language you don't know\n05 | A brass ring that never tarnishes\n06 | An old chess piece made from glass\n07 | A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips\n08 | A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it\n09 | A lock of someone's hair\n10 | The deed for a parcel of land in a realm unknown to you\n11 | A 1-ounce block made from an unknown material\n12 | A small cloth doll skewered with needles\n13 | A tooth from an unknown beast\n14 | An enormous scale, perhaps from a dragon\n15 | A bright-green feather\n16 | An old divination card bearing your likeness\n17 | A glass orb filled with moving smoke\n18 | A 1-pound egg with a bright-red shell\n19 | A pipe that blows bubbles\n20 | A glass jar containing a bit of flesh floating in pickling fluid\n21 | A gnome-crafted music box that plays a song you dimly remember from your childhood\n22 | A wooden statuette of a smug halfling\n23 | A brass orb etched with strange runes\n24 | A multicolored stone disk\n25 | A silver icon of a raven\n26 | A bag containing forty-seven teeth, one of which is rotten\n27 | A shard of obsidian that always feels warm to the touch\n28 | A dragon's talon strung on a leather necklace\n29 | A pair of old socks\n30 | A blank book whose pages refuse to hold ink, chalk, graphite, or any other marking\n31 | A silver badge that is a five-pointed star\n32 | A knife that belonged to a relative\n33 | A glass vial filled with nail clippings\n34 | A rectangular metal device with two tiny metal cups on one end that throws sparks when wet\n35 | A white, sequined glove sized for a human\n36 | A vest with one hundred tiny pockets\n37 | A weightless stone\n38 | A sketch of a goblin\n39 | An empty glass vial that smells of perfume\n40 | A gemstone that looks like a lump of coal when examined by anyone but you\n41 | A scrap of cloth from an old banner\n42 | A rank insignia from a lost legionnaire\n43 | A silver bell without a clapper\n44 | A mechanical canary inside a lamp\n45 | A miniature chest carved to look like it has numerous feet on the bottom\n46 | A dead sprite inside a clear glass bottle\n47 | A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice)\n48 | A glass orb filled with water, in which swims a clockwork goldfish\n49 | A silver spoon with an M engraved on the handle\n50 | A whistle made from gold-colored wood\n51 | A dead scarab beetle the size of your hand\n52 | Two toy soldiers, one missing a head\n53 | A small box filled with different-sized buttons\n54 | A candle that can't be lit\n55 | A miniature cage with no door\n56 | An old key\n57 | An indecipherable treasure map\n58 | A hilt from a broken sword\n59 | A rabbit's foot\n60 | A glass eye\n61 | A cameo of a hideous person\n62 | A silver skull the size of a coin\n63 | An alabaster mask\n64 | A cone of sticky black incense that stinks\n65 | A nightcap that gives you pleasant dreams when you wear it\n66 | A single caltrop made from bone\n67 | A gold monocle frame without the lens\n68 | A 1-inch cube, each side a different color\n69 | A crystal doorknob\n70 | A packet filled with pink dust\n71 | A fragment of a beautiful song, written as musical notes on two pieces of parchment\n72 | A silver teardrop earring containing a real teardrop\n73 | An eggshell painted with scenes of misery in disturbing detail\n74 | A fan that, when unfolded, shows a sleepy cat\n75 | A set of bone pipes\n76 | A four-leaf clover pressed inside a book discussing manners and etiquette\n77 | A sheet of parchment upon which is drawn a mechanical contraption\n78 | An ornate scabbard that fits no blade you have found\n79 | An invitation to a party where a murder happened\n80 | A bronze pentacle with an etching of a rat's head in its center\n81 | A purple handkerchief embroidered with the name of an archmage\n82 | Half a floor plan for a temple, a castle, or another structure\n83 | A bit of folded cloth that, when unfolded, turns into a stylish cap\n84 | A receipt of deposit at a bank in a far-off city\n85 | A diary with seven missing pages\n86 | An empty silver snuffbox bearing the inscription \"dreams\" on its lid\n87 | An iron holy symbol devoted to an unknown god\n88 | A book about a legendary hero's rise and fall, with the last chapter missing\n89 | A vial of dragon blood\n90 | An ancient arrow of elven design\n91 | A needle that never bends\n92 | An ornate brooch of dwarven design\n93 | An empty wine bottle bearing a pretty label that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\"\n94 | A mosaic tile with a multicolored, glazed surface\n95 | A petrified mouse\n96 | A black pirate flag adorned with a dragon's skull and crossbones\n97 | A tiny mechanical crab or spider that moves about when it's not being observed\n98 | A glass jar containing lard with a label that reads, \"Griffon Grease\"\n99 | A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body\n100 | A metal urn containing the ashes of a hero\n\nSource:\tPlayer's Handbook (2024) p. 47","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Gear","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"psychic_blade","title":"Psychic Blade","source":"Player's Handbook (2024) p. 136","description":"Vex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, psychic blade\nSource:\tPlayer's Handbook (2024) p. 136","properties":"Finesse, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"copper_piece_(cp)","title":"Copper Piece (CP)","source":"Player's Handbook (2024) p. 213","description":"Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of t heir material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece.\n\tA coin weighs about a third of an ounce, so fifty coins weigh a pound.\n\nCoin Values:\nCoin | Value in GP\nCopper Piece (CP) | 1/100\nSilver Piece (SP) | 1/10\nElectrum Piece (EP) | 1/2\nGold Piece (GP) | 1\nPlatinum Piece (PP) | 10\n\nSource:\tPlayer's Handbook (2024) p. 213","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.02,"type":"Currency","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silver_piece_(sp)","title":"Silver Piece (SP)","source":"Player's Handbook (2024) p. 213","description":"Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of t heir material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece.\n\tA coin weighs about a third of an ounce, so fifty coins weigh a pound.\n\nCoin Values:\nCoin | Value in GP\nCopper Piece (CP) | 1/100\nSilver Piece (SP) | 1/10\nElectrum Piece (EP) | 1/2\nGold Piece (GP) | 1\nPlatinum Piece (PP) | 10\n\nSource:\tPlayer's Handbook (2024) p. 213","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.02,"type":"Currency","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"electrum_piece_(ep)","title":"Electrum Piece (EP)","source":"Player's Handbook (2024) p. 213","description":"Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of t heir material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece.\n\tA coin weighs about a third of an ounce, so fifty coins weigh a pound.\n\nCoin Values:\nCoin | Value in GP\nCopper Piece (CP) | 1/100\nSilver Piece (SP) | 1/10\nElectrum Piece (EP) | 1/2\nGold Piece (GP) | 1\nPlatinum Piece (PP) | 10\n\nSource:\tPlayer's Handbook (2024) p. 213","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.02,"type":"Currency","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gold_piece_(gp)","title":"Gold Piece (GP)","source":"Player's Handbook (2024) p. 213","description":"Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of t heir material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece.\n\tA coin weighs about a third of an ounce, so fifty coins weigh a pound.\n\nCoin Values:\nCoin | Value in GP\nCopper Piece (CP) | 1/100\nSilver Piece (SP) | 1/10\nElectrum Piece (EP) | 1/2\nGold Piece (GP) | 1\nPlatinum Piece (PP) | 10\n\nSource:\tPlayer's Handbook (2024) p. 213","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.02,"type":"Currency","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"platinum_piece_(pp)","title":"Platinum Piece (PP)","source":"Player's Handbook (2024) p. 213","description":"Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of t heir material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece.\n\tA coin weighs about a third of an ounce, so fifty coins weigh a pound.\n\nCoin Values:\nCoin | Value in GP\nCopper Piece (CP) | 1/100\nSilver Piece (SP) | 1/10\nElectrum Piece (EP) | 1/2\nGold Piece (GP) | 1\nPlatinum Piece (PP) | 10\n\nSource:\tPlayer's Handbook (2024) p. 213","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.02,"type":"Currency","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"club","title":"Club","source":"Player's Handbook (2024) p. 215","description":"Slow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{"SP":1},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dagger","title":"Dagger","source":"Player's Handbook (2024) p. 215","description":"Nick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{"GP":2},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatclub","title":"Greatclub","source":"Player's Handbook (2024) p. 215","description":"Push (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{"SP":2},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"handaxe","title":"Handaxe","source":"Player's Handbook (2024) p. 215","description":"Vex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{"GP":5},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"javelin","title":"Javelin","source":"Player's Handbook (2024) p. 215","description":"Slow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{"SP":5},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"light_hammer","title":"Light Hammer","source":"Player's Handbook (2024) p. 215","description":"Nick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, light hammer\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{"GP":2},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{"GP":5},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"quarterstaff","title":"Quarterstaff","source":"Player's Handbook (2024) p. 215","description":"Topple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{"SP":2},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":null,"useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sickle","title":"Sickle","source":"Player's Handbook (2024) p. 215","description":"Nick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{"GP":1},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spear","title":"Spear","source":"Player's Handbook (2024) p. 215","description":"Sap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{"GP":1},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":null,"useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dart","title":"Dart","source":"Player's Handbook (2024) p. 215","description":"Vex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dart\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Finesse, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.25,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{"CP":5},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"light_crossbow","title":"Light Crossbow","source":"Player's Handbook (2024) p. 215","description":"Ammo: bolt\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of Ammunition: Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, light crossbow\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Ammunition, Loading, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{"GP":25},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shortbow","title":"Shortbow","source":"Player's Handbook (2024) p. 215","description":"Ammo: arrow\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of Ammunition: Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, shortbow\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Ammunition, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{"GP":25},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sling","title":"Sling","source":"Player's Handbook (2024) p. 215","description":"Ammo: sling bullet\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of Ammunition: Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nProficiency: simple, sling\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Ammunition, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Ranged Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{"SP":1},"dexToAttack":true,"useAmmo":true,"ammunitionName":"sling bullet","martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"battleaxe","title":"Battleaxe","source":"Player's Handbook (2024) p. 215","description":"Topple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{"GP":10},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":null,"useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flail","title":"Flail","source":"Player's Handbook (2024) p. 215","description":"Sap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tPlayer's Handbook (2024) p. 215","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{"GP":10},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"glaive","title":"Glaive","source":"Player's Handbook (2024) p. 215","description":"Graze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{"GP":20},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greataxe","title":"Greataxe","source":"Player's Handbook (2024) p. 215","description":"Cleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12"},"price":{"GP":30},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatsword","title":"Greatsword","source":"Player's Handbook (2024) p. 215","description":"Graze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{"GP":50},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"halberd","title":"Halberd","source":"Player's Handbook (2024) p. 215","description":"Cleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{"GP":20},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lance","title":"Lance","source":"Player's Handbook (2024) p. 215","description":"A Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{"GP":10},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longsword","title":"Longsword","source":"Player's Handbook (2024) p. 215","description":"Sap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{"GP":15},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":null,"useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"maul","title":"Maul","source":"Player's Handbook (2024) p. 215","description":"Topple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"morningstar","title":"Morningstar","source":"Player's Handbook (2024) p. 215","description":"Sap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tPlayer's Handbook (2024) p. 215","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pike","title":"Pike","source":"Player's Handbook (2024) p. 215","description":"Push (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, pike\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Melee 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rapier","title":"Rapier","source":"Player's Handbook (2024) p. 215","description":"Vex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{"GP":25},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scimitar","title":"Scimitar","source":"Player's Handbook (2024) p. 215","description":"Nick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{"GP":25},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shortsword","title":"Shortsword","source":"Player's Handbook (2024) p. 215","description":"Vex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{"GP":10},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"trident","title":"Trident","source":"Player's Handbook (2024) p. 215","description":"Topple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{"GP":5},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":null,"useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"warhammer","title":"Warhammer","source":"Player's Handbook (2024) p. 215","description":"Push (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{"GP":15},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":null,"useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"war_pick","title":"War Pick","source":"Player's Handbook (2024) p. 215","description":"Sap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{"GP":5},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":null,"useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"whip","title":"Whip","source":"Player's Handbook (2024) p. 215","description":"Slow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{"GP":2},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"blowgun","title":"Blowgun","source":"Player's Handbook (2024) p. 215","description":"Ammo: needle\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of Ammunition: Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, blowgun\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Ammunition, Loading, Ranged (25/100)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1"},"price":{"GP":10},"dexToAttack":true,"useAmmo":true,"ammunitionName":"needle","martialWeapon":true,"originalDamageFormula":"1","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"25/100","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hand_crossbow","title":"Hand Crossbow","source":"Player's Handbook (2024) p. 215","description":"Ammo: bolt\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of Ammunition: Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, hand crossbow\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Ammunition, Light, Loading, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{"GP":75},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":true,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"heavy_crossbow","title":"Heavy Crossbow","source":"Player's Handbook (2024) p. 215","description":"Ammo: bolt\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of Ammunition: Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, heavy crossbow\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Ammunition, Heavy, Loading, Two-Handed, Ranged (100/400)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{"GP":50},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":true,"range":"100/400","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longbow","title":"Longbow","source":"Player's Handbook (2024) p. 215","description":"Ammo: arrow\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of Ammunition: Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, longbow\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Ammunition, Heavy, Two-Handed, Ranged (150/600)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{"GP":50},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":"150/600","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"musket","title":"Musket","source":"Player's Handbook (2024) p. 215","description":"Ammo: firearm bullet\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of Ammunition: Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d12"},"price":{"GP":500},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pistol","title":"Pistol","source":"Player's Handbook (2024) p. 215","description":"Ammo: firearm bullet\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of Ammunition: Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Ammunition, Loading, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{"GP":250},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm 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If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\n\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 10 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\n\nIf the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5.\n\nCopying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a cantrip is copied in this way, the copier must succeed on a DC 10 Intelligence (Arcana). On a successful check, the spell is copied. 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If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\n\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 11 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\n\nIf the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5.\n\nCopying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 1 spell is copied in this way, the copier must succeed on a DC 11 Intelligence (Arcana). On a successful check, the spell is copied. 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The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.\n\nThe level of the spell bound into the armor determines the spell's saving throw DC and attack bonus, as well as the armor's rarity, as shown in the following table.\n\nSpell Level | Rarity | Save DC | Attack Bonus\nCantrip | Uncommon | 13 | +5\n1 | Uncommon | 13 | +5\n2 | Rare | 3 | +5\n3 | Rare | 15 | +7\n4 | Very Rare | 15 | +7\n5 | Very Rare | 17 | +9\n6 | Legendary | 17 | +9\n7 | Legendary | 18 | +10\n8 | Legendary | 18 | +10\n\nSource:\tDungeon Master's Guide (2024) p. 258","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"varies","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":6,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"enspelled_staff","title":"Enspelled Staff","source":"Dungeon Master's Guide (2024) p. 258","description":"Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff's last charge. roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.\n\nThe level of the spell bound into the staff determines the spell's saving throw DC and attack bonus, as well as the staff's rarity, as shown in the following table.\n\nSpell Level | Rarity | Save DC | Attack Bonus\nCantrip | Uncommon | 13 | +5\n1 | Uncommon | 13 | +5\n2 | Rare | 3 | +5\n3 | Rare | 15 | +7\n4 | Very Rare | 15 | +7\n5 | Very Rare | 17 | +9\n6 | Legendary | 17 | +9\n7 | Legendary | 18 | +10\n8 | Legendary | 18 | +10\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 258","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Fire":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"varies","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":6,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"enspelled_weapon","title":"Enspelled Weapon","source":"Dungeon Master's Guide (2024) p. 258","description":"Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. If you expend the weapon's last charge. roll 1d20. On a 1, the weapon loses its properties and becomes a nonmagical Quarterstaff.\n\nThe level of the spell bound into the weapon determines the spell's saving throw DC and attack bonus, as well as the weapon's rarity, as shown in the following table.\n\nSpell Level | Rarity | Save DC | Attack Bonus\nCantrip | Uncommon | 13 | +5\n1 | Uncommon | 13 | +5\n2 | Rare | 3 | +5\n3 | Rare | 15 | +7\n4 | Very Rare | 15 | +7\n5 | Very Rare | 17 | +9\n6 | Legendary | 17 | +9\n7 | Legendary | 18 | +10\n8 | Legendary | 18 | +10\n\nSource:\tDungeon Master's Guide (2024) p. 258","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"varies","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":6,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"half_plate_armor_of_etherealness","title":"Half Plate Armor of Etherealness","source":"Dungeon Master's Guide (2024) p. 286","description":"While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 286","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":40,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":15,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"plate_armor_of_etherealness","title":"Plate Armor of Etherealness","source":"Dungeon Master's Guide (2024) p. 286","description":"While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 286","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":65,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":18,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"armor_of_invulnerability","title":"Armor of Invulnerability","source":"Dungeon Master's Guide (2024) p. 286","description":"You have resistance to Bludgeoning, Piercing and Slashing damage while you wear this armor.\n\nMetal Shell: You can take a magic action to give yourself immunity to Bludgeoning, Piercing and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 286","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":65,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":18,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"plate armor, legendary","useBothHands":false,"versatileDamage":null,"resistances":["Bludgeoning"],"resist":["Bludgeoning"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"antimatter_rifle_+1","title":"Antimatter Rifle +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (120/360)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Necromancy":"6d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"6d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"120/360","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"arrow_+1","title":"Arrow +1","source":"Dungeon Master's Guide (2024) p. 228","description":"Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nArrows are typically stored in a Quiver (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.05,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"automatic_rifle_+1","title":"Automatic Rifle +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"battleaxe_+1","title":"Battleaxe +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"blowgun_+1","title":"Blowgun +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: needle\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, blowgun\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (25/100)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"needle","martialWeapon":true,"originalDamageFormula":"1","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"25/100","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bolt_+1","title":"Bolt +1","source":"Dungeon Master's Guide (2024) p. 228","description":"Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nBolts are typically stored in a Crossbow Bolt Case (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.075,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"breastplate_+1","title":"Breastplate +1","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +1 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":20,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"chain_mail_+1","title":"Chain Mail +1","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +1 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":55,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":16,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":13},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"chain_shirt_+1","title":"Chain Shirt +1","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +1 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":20,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":13,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"club_+1","title":"Club +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dagger_+1","title":"Dagger +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dart_+1","title":"Dart +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dart\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Finesse, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.25,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"double-bladed_scimitar_+1","title":"Double-Bladed Scimitar +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSpecial: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, double-bladed scimitar\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Special, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d4","Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"energy_cell_+1","title":"Energy Cell +1","source":"Dungeon Master's Guide (2024) p. 228","description":"You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"firearm_bullet_+1","title":"Firearm Bullet +1","source":"Dungeon Master's Guide (2024) p. 228","description":"The ammunition of a firearm is destroyed upon use.\n\nFirearm Bullets are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.2,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flail_+1","title":"Flail +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"glaive_+1","title":"Glaive +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greataxe_+1","title":"Greataxe +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatclub_+1","title":"Greatclub +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatsword_+1","title":"Greatsword +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"halberd_+1","title":"Halberd +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"half_plate_armor_+1","title":"Half Plate Armor +1","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +1 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":40,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":15,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hand_crossbow_+1","title":"Hand Crossbow +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: bolt\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, hand crossbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Light, Loading, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":true,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"handaxe_+1","title":"Handaxe +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"heavy_crossbow_+1","title":"Heavy Crossbow +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: bolt\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, heavy crossbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Heavy, Loading, Two-Handed, Ranged (100/400)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":true,"range":"100/400","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hide_armor_+1","title":"Hide Armor +1","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +1 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":12,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":12,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hunting_rifle_+1","title":"Hunting Rifle +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"javelin_+1","title":"Javelin +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lance_+1","title":"Lance +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nA Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"laser_pistol_+1","title":"Laser Pistol +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"laser_rifle_+1","title":"Laser Rifle +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (100/300)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"100/300","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"leather_armor_+1","title":"Leather Armor +1","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +1 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Light Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":11,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"light_crossbow_+1","title":"Light Crossbow +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: bolt\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, light crossbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Ammunition, Loading, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"light_hammer_+1","title":"Light Hammer +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, hammer\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longbow_+1","title":"Longbow +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: arrow\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, longbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Heavy, Two-Handed, Ranged (150/600)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":"150/600","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longsword_+1","title":"Longsword +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mace_+1","title":"Mace +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"maul_+1","title":"Maul +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"morningstar_+1","title":"Morningstar +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"musket_+1","title":"Musket +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d12"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"needle_+1","title":"Needle +1","source":"Dungeon Master's Guide (2024) p. 228","description":"Blowgun needles are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nNeedles are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.02,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"padded_armor_+1","title":"Padded Armor +1","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +1 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Light Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":11,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pike_+1","title":"Pike +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, pike\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pistol_+1","title":"Pistol +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"plate_armor_+1","title":"Plate Armor +1","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +1 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":65,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":18,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"quarterstaff_+1","title":"Quarterstaff +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rapier_+1","title":"Rapier +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"revolver_+1","title":"Revolver +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rod_of_the_pact_keeper_+1","title":"Rod of the Pact Keeper +1","source":"Dungeon Master's Guide (2024) p. 301","description":"While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.\n\nIn addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest.\n\nSource:\tDungeon Master's Guide (2024) p. 301","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Rod","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scale_mail_+1","title":"Scale Mail +1","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +1 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scimitar_+1","title":"Scimitar +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"semiautomatic_pistol_+1","title":"Semiautomatic Pistol +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (50/150)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"50/150","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shield_+1","title":"Shield +1","source":"Dungeon Master's Guide (2024) p. 303","description":"While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC.\n\nProficiency: shield\nSource:\tDungeon Master's Guide (2024) p. 303","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Shield","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":2,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shortbow_+1","title":"Shortbow +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: arrow\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, shortbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Ammunition, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shortsword_+1","title":"Shortsword +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shotgun_+1","title":"Shotgun +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sickle_+1","title":"Sickle +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sling_+1","title":"Sling +1","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: sling bullet\n\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nProficiency: simple, sling\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Ammunition, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Ranged Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"sling bullet","martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sling_bullet_+1","title":"Sling Bullet +1","source":"Dungeon Master's Guide (2024) p. 228","description":"Sling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nSling Bullets are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.075,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spear_+1","title":"Spear +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"splint_armor_+1","title":"Splint Armor +1","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +1 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":60,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":17,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"studded_leather_armor_+1","title":"Studded Leather Armor +1","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +1 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":13,"type":"Light Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":12,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"trident_+1","title":"Trident +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_the_war_mage_+1","title":"Wand of the War Mage +1","source":"Dungeon Master's Guide (2024) p. 322","description":"While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.\n\nSource:\tDungeon Master's Guide (2024) p. 322","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"war_pick_+1","title":"War Pick +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"warhammer_+1","title":"Warhammer +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"whip_+1","title":"Whip +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wraps_of_unarmed_power_+1","title":"Wraps of Unarmed Power +1","source":"Dungeon Master's Guide (2024) p. 325","description":"While wearing these wraps, you have a +1 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.\n\nSource:\tDungeon Master's Guide (2024) p. 325","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"antimatter_rifle_+2","title":"Antimatter Rifle +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (120/360)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Necromancy":"6d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"6d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"120/360","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"arrow_+2","title":"Arrow +2","source":"Dungeon Master's Guide (2024) p. 228","description":"Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nArrows are typically stored in a Quiver (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.05,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"automatic_rifle_+2","title":"Automatic Rifle +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"battleaxe_+2","title":"Battleaxe +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"blowgun_+2","title":"Blowgun +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: needle\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, blowgun\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (25/100)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"needle","martialWeapon":true,"originalDamageFormula":"1","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"25/100","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bolt_+2","title":"Bolt +2","source":"Dungeon Master's Guide (2024) p. 228","description":"Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nBolts are typically stored in a Crossbow Bolt Case (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.075,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"breastplate_+2","title":"Breastplate +2","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +2 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":20,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"chain_mail_+2","title":"Chain Mail +2","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +2 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":55,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":16,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":13},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"chain_shirt_+2","title":"Chain Shirt +2","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +2 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":20,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":13,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"club_+2","title":"Club +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dagger_+2","title":"Dagger +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dart_+2","title":"Dart +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dart\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Finesse, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.25,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"double-bladed_scimitar_+2","title":"Double-Bladed Scimitar +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSpecial: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, double-bladed scimitar\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Special, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d4","Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"energy_cell_+2","title":"Energy Cell +2","source":"Dungeon Master's Guide (2024) p. 228","description":"You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"firearm_bullet_+2","title":"Firearm Bullet +2","source":"Dungeon Master's Guide (2024) p. 228","description":"The ammunition of a firearm is destroyed upon use.\n\nFirearm Bullets are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.2,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flail_+2","title":"Flail +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"glaive_+2","title":"Glaive +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greataxe_+2","title":"Greataxe +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatclub_+2","title":"Greatclub +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatsword_+2","title":"Greatsword +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"halberd_+2","title":"Halberd +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"half_plate_armor_+2","title":"Half Plate Armor +2","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +2 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":40,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":15,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hand_crossbow_+2","title":"Hand Crossbow +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: bolt\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, hand crossbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Light, Loading, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":true,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"handaxe_+2","title":"Handaxe +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"heavy_crossbow_+2","title":"Heavy Crossbow +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: bolt\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, heavy crossbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Heavy, Loading, Two-Handed, Ranged (100/400)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":true,"range":"100/400","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hide_armor_+2","title":"Hide Armor +2","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +2 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":12,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":12,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hunting_rifle_+2","title":"Hunting Rifle +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"javelin_+2","title":"Javelin +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lance_+2","title":"Lance +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nA Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"laser_pistol_+2","title":"Laser Pistol +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"laser_rifle_+2","title":"Laser Rifle +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (100/300)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"100/300","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"leather_armor_+2","title":"Leather Armor +2","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +2 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Light Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":11,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"light_crossbow_+2","title":"Light Crossbow +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: bolt\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, light crossbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Ammunition, Loading, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"light_hammer_+2","title":"Light Hammer +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, light hammer\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longbow_+2","title":"Longbow +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: arrow\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, longbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Heavy, Two-Handed, Ranged (150/600)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":"150/600","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longsword_+2","title":"Longsword +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mace_+2","title":"Mace +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"maul_+2","title":"Maul +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"morningstar_+2","title":"Morningstar +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"musket_+2","title":"Musket +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d12"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"needle_+2","title":"Needle +2","source":"Dungeon Master's Guide (2024) p. 228","description":"Blowgun needles are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nNeedles are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.02,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"padded_armor_+2","title":"Padded Armor +2","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +2 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Light Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":11,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pike_+2","title":"Pike +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, pike\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pistol_+2","title":"Pistol +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"plate_armor_+2","title":"Plate Armor +2","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +2 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":65,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":18,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"quarterstaff_+2","title":"Quarterstaff +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rapier_+2","title":"Rapier +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"revolver_+2","title":"Revolver +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_mail_+2","title":"Ring Mail +2","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +2 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":40,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rod_of_the_pact_keeper_+2","title":"Rod of the Pact Keeper +2","source":"Dungeon Master's Guide (2024) p. 301","description":"While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.\n\nIn addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest.\n\nSource:\tDungeon Master's Guide (2024) p. 301","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Rod","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scale_mail_+2","title":"Scale Mail +2","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +2 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scimitar_+2","title":"Scimitar +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"semiautomatic_pistol_+2","title":"Semiautomatic Pistol +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (50/150)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"50/150","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shield_+2","title":"Shield +2","source":"Dungeon Master's Guide (2024) p. 303","description":"While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield's normal bonus to AC.\n\nProficiency: shield\nSource:\tDungeon Master's Guide (2024) p. 303","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Shield","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":2,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shortbow_+2","title":"Shortbow +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: arrow\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, shortbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Ammunition, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shortsword_+2","title":"Shortsword +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shotgun_+2","title":"Shotgun +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sickle_+2","title":"Sickle +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sling_+2","title":"Sling +2","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: sling bullet\n\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nProficiency: simple, sling\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Ammunition, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Ranged Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"sling bullet","martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sling_bullet_+2","title":"Sling Bullet +2","source":"Dungeon Master's Guide (2024) p. 228","description":"Sling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nSling Bullets are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.075,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spear_+2","title":"Spear +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"splint_armor_+2","title":"Splint Armor +2","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +2 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":60,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":17,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"studded_leather_armor_+2","title":"Studded Leather Armor +2","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +2 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":13,"type":"Light Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":12,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"trident_+2","title":"Trident +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_the_war_mage_+2","title":"Wand of the War Mage +2","source":"Dungeon Master's Guide (2024) p. 322","description":"While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.\n\nSource:\tDungeon Master's Guide (2024) p. 322","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"war_pick_+2","title":"War Pick +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"warhammer_+2","title":"Warhammer +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"whip_+2","title":"Whip +2","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +2 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wraps_of_unarmed_power_+2","title":"Wraps of Unarmed Power +2","source":"Dungeon Master's Guide (2024) p. 325","description":"While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.\n\nSource:\tDungeon Master's Guide (2024) p. 325","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"antimatter_rifle_+3","title":"Antimatter Rifle +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (120/360)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Necromancy":"6d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"6d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"120/360","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"arrow_+3","title":"Arrow +3","source":"Dungeon Master's Guide (2024) p. 228","description":"Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nArrows are typically stored in a Quiver (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.05,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"automatic_rifle_+3","title":"Automatic Rifle +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"battleaxe_+3","title":"Battleaxe +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"blowgun_+3","title":"Blowgun +3","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: needle\n\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, blowgun\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (25/100)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"needle","martialWeapon":true,"originalDamageFormula":"1","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"25/100","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bolt_+3","title":"Bolt +3","source":"Dungeon Master's Guide (2024) p. 228","description":"Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nBolts are typically stored in a Crossbow Bolt Case (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.075,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"breastplate_+3","title":"Breastplate +3","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +3 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":20,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"chain_mail_+3","title":"Chain Mail +3","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +3 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":55,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":16,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":13},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"chain_shirt_+3","title":"Chain Shirt +3","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +3 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":20,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":13,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"club_+3","title":"Club +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dagger_+3","title":"Dagger +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dart_+3","title":"Dart +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dart\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Finesse, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.25,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"double-bladed_scimitar_+3","title":"Double-Bladed Scimitar +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSpecial: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, double-bladed scimitar\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Special, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d4","Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"energy_cell_+3","title":"Energy Cell +3","source":"Dungeon Master's Guide (2024) p. 228","description":"You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"firearm_bullet_+3","title":"Firearm Bullet +3","source":"Dungeon Master's Guide (2024) p. 228","description":"The ammunition of a firearm is destroyed upon use.\n\nFirearm Bullets are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.2,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flail_+3","title":"Flail +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"glaive_+3","title":"Glaive +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greataxe_+3","title":"Greataxe +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatclub_+3","title":"Greatclub +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatsword_+3","title":"Greatsword +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"halberd_+3","title":"Halberd +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"half_plate_armor_+3","title":"Half Plate Armor +3","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +3 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":40,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":15,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hand_crossbow_+3","title":"Hand Crossbow +3","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: bolt\n\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, hand crossbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Light, Loading, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":true,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"handaxe_+3","title":"Handaxe +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"heavy_crossbow_+3","title":"Heavy Crossbow +3","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: bolt\n\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, heavy crossbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Heavy, Loading, Two-Handed, Ranged (100/400)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":true,"range":"100/400","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hide_armor_+3","title":"Hide Armor +3","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +3 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":12,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":12,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hunting_rifle_+3","title":"Hunting Rifle +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"javelin_+3","title":"Javelin +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lance_+3","title":"Lance +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nA Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"laser_pistol_+3","title":"Laser Pistol +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"laser_rifle_+3","title":"Laser Rifle +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (100/300)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"100/300","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"leather_armor_+3","title":"Leather Armor +3","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +3 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Light Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":11,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"light_crossbow_+3","title":"Light Crossbow +3","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: bolt\n\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, light crossbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Ammunition, Loading, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"light_hammer_+3","title":"Light Hammer +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, light hammer\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longbow_+3","title":"Longbow +3","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: arrow\n\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, longbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Heavy, Two-Handed, Ranged (150/600)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":"150/600","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longsword_+3","title":"Longsword +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mace_+3","title":"Mace +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"maul_+3","title":"Maul +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"morningstar_+3","title":"Morningstar +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"musket_+3","title":"Musket +3","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d12"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"needle_+3","title":"Needle +3","source":"Dungeon Master's Guide (2024) p. 228","description":"Blowgun needles are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nNeedles are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.02,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"padded_armor_+3","title":"Padded Armor +3","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +3 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Light Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":11,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pike_+3","title":"Pike +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, pike\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pistol_+3","title":"Pistol +3","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"plate_armor_+3","title":"Plate Armor +3","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +3 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":65,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":18,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"quarterstaff_+3","title":"Quarterstaff +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rapier_+3","title":"Rapier +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"revolver_+3","title":"Revolver +3","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm 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Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rod_of_the_pact_keeper_+3","title":"Rod of the Pact Keeper +3","source":"Dungeon Master's Guide (2024) p. 301","description":"While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.\n\nIn addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest.\n\nSource:\tDungeon Master's Guide (2024) p. 301","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Rod","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scale_mail_+3","title":"Scale Mail +3","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +3 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scimitar_+3","title":"Scimitar +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"semiautomatic_pistol_+3","title":"Semiautomatic Pistol +3","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (50/150)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"50/150","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shield_+3","title":"Shield +3","source":"Dungeon Master's Guide (2024) p. 303","description":"While holding this Shield, you have a +3 bonus to Armor Class, in addition to the Shield's normal bonus to AC.\n\nProficiency: shield\nSource:\tDungeon Master's Guide (2024) p. 303","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Shield","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":2,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shortbow_+3","title":"Shortbow +3","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: arrow\n\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, shortbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Ammunition, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shortsword_+3","title":"Shortsword +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shotgun_+3","title":"Shotgun +3","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sickle_+3","title":"Sickle +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sling_+3","title":"Sling +3","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: sling bullet\n\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nProficiency: simple, sling\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Ammunition, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Ranged Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"sling bullet","martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sling_bullet_+3","title":"Sling Bullet +3","source":"Dungeon Master's Guide (2024) p. 228","description":"Sling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nSling Bullets are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.075,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spear_+3","title":"Spear +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"splint_armor_+3","title":"Splint Armor +3","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +3 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":60,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":17,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"studded_leather_armor_+3","title":"Studded Leather Armor +3","source":"Dungeon Master's Guide (2024) p. 230","description":"You have a +3 bonus to AC while wearing this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 230","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":13,"type":"Light Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":12,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"trident_+3","title":"Trident +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_the_war_mage_+3","title":"Wand of the War Mage +3","source":"Dungeon Master's Guide (2024) p. 322","description":"While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.\n\nSource:\tDungeon Master's Guide (2024) p. 322","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"war_pick_+3","title":"War Pick +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"warhammer_+3","title":"Warhammer +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"whip_+3","title":"Whip +3","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +3 bonus to attack and damage rolls made with this magic weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wraps_of_unarmed_power_+3","title":"Wraps of Unarmed Power +3","source":"Dungeon Master's Guide (2024) p. 325","description":"While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.\n\nSource:\tDungeon Master's Guide (2024) p. 325","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_arrow","title":"Adamantine Arrow","source":"Dungeon Master's Guide (2024) p. 227","description":"Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nArrows are typically stored in a Quiver (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.05,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_battleaxe","title":"Adamantine Battleaxe","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_bolt","title":"Adamantine Bolt","source":"Dungeon Master's Guide (2024) p. 227","description":"Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nBolts are typically stored in a Crossbow Bolt Case (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.075,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_breastplate","title":"Adamantine Breastplate","source":"Dungeon Master's Guide (2024) p. 227","description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. 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Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_dagger","title":"Adamantine Dagger","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_energy_cell","title":"Adamantine Energy Cell","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nSource:\tDungeon Master's Guide (2024) p. 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_flail","title":"Adamantine Flail","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_glaive","title":"Adamantine Glaive","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_greataxe","title":"Adamantine Greataxe","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_greatclub","title":"Adamantine Greatclub","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_greatsword","title":"Adamantine Greatsword","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_halberd","title":"Adamantine Halberd","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_half_plate_armor","title":"Adamantine Half Plate Armor","source":"Dungeon Master's Guide (2024) p. 227","description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.\n\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":40,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":15,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_handaxe","title":"Adamantine Handaxe","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_javelin","title":"Adamantine Javelin","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_lance","title":"Adamantine Lance","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nA Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_light_hammer","title":"Adamantine Light Hammer","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, light hammer\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_longsword","title":"Adamantine Longsword","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_mace","title":"Adamantine Mace","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_maul","title":"Adamantine Maul","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_morningstar","title":"Adamantine Morningstar","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_needle","title":"Adamantine Needle","source":"Dungeon Master's Guide (2024) p. 227","description":"Blowgun needles are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nNeedles are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.02,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_pike","title":"Adamantine Pike","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, pike\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_plate_armor","title":"Adamantine Plate Armor","source":"Dungeon Master's Guide (2024) p. 227","description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.\n\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":65,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":18,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_quarterstaff","title":"Adamantine Quarterstaff","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_rapier","title":"Adamantine Rapier","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_ring_mail","title":"Adamantine Ring Mail","source":"Dungeon Master's Guide (2024) p. 227","description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.\n\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":40,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_scale_mail","title":"Adamantine Scale Mail","source":"Dungeon Master's Guide (2024) p. 227","description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.\n\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_scimitar","title":"Adamantine Scimitar","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_shortsword","title":"Adamantine Shortsword","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_sickle","title":"Adamantine Sickle","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_sling_bullet","title":"Adamantine Sling Bullet","source":"Dungeon Master's Guide (2024) p. 227","description":"Sling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nSling Bullets are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.075,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_spear","title":"Adamantine Spear","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_splint_armor","title":"Adamantine Splint Armor","source":"Dungeon Master's Guide (2024) p. 227","description":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.\n\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":60,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":17,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_trident","title":"Adamantine Trident","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_war_pick","title":"Adamantine War Pick","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_warhammer","title":"Adamantine Warhammer","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adamantine_whip","title":"Adamantine Whip","source":"Dungeon Master's Guide (2024) p. 227","description":"This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"alchemy_jug","title":"Alchemy Jug","source":"Dungeon Master's Guide (2024) p. 227","description":"This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty.\n\nYou can take a Magic action and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a Utilize action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.\n\nOnce the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.\n\nLiquid | Max. Amount\nAcid | 8 ounces\nBasic Poison | 4 ounces\nBeer | 4 gallons\nHoney | 1 gallon\nMayonnaise | 2 gallons\nOil | 1 quart\nVinegar | 2 gallons\nWater, fresh | 8 gallons\nWater, salt | 12 gallons\nWine | 1 gallon\n\nSource:\tDungeon Master's Guide (2024) p. 227","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":12,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"amulet_of_health","title":"Amulet of Health","source":"Dungeon Master's Guide (2024) p. 228","description":"Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"amulet_of_proof_against_detection_and_location","title":"Amulet of Proof against Detection and Location","source":"Dungeon Master's Guide (2024) p. 228","description":"While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"amulet_of_the_planes","title":"Amulet of the Planes","source":"Dungeon Master's Guide (2024) p. 150","description":"While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table.\n\n1d100 | Destination\n01-60 | Random location on the plane you named\n61-70 | Random location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell\n71-80 | Random location on an Outer Plane determined by rolling 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard\n81-90 | Random location on an Outer Plane determined by rolling 1d8: on a 1, the Abyss; on a 2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium\n91-00 | Random location on the Astral Plane\n\nSource:\tDungeon Master's Guide (2024) p. 150","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d100"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"animated_shield","title":"Animated Shield","source":"Dungeon Master's Guide (2024) p. 229","description":"While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.\n\nProficiency: shield\nSource:\tDungeon Master's Guide (2024) p. 229","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Shield","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":2,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"antimatter_rifle_of_warning","title":"Antimatter Rifle of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (120/360)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Necromancy":"6d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"6d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"120/360","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"apparatus_of_kwalish","title":"Apparatus of Kwalish","source":"Dungeon Master's Guide (2024) p. 229","description":"This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.\n\nThe Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage.\n\nTo be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.\n\nThe apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure.\n\nA creature in the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.\n\nLever | Up | Down\n1 | Legs extend, allowing the apparatus to walk and swim. | Legs retract, reducing the apparatus's Speed and Swim Speed to 0 and making it unable to benefit from bonuses to speed.\n2 | Forward window shutter opens. | Forward window shutter closes.\n3 | Side window shutters open (two per side). | Side window shutters close (two per side).\n4 | Two claws extend from the front side of the apparatus. | The claws retract.\n5 | Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage. | Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: The target has the Grappled condition (escape DC 15).\n6 | The apparatus walks or swims forward provided its legs are extended. | The apparatus walks or swims backward provided its legs are extended.\n7 | The apparatus turns 90 degrees counterclockwise provided its legs are extended. | The apparatus turns 90 degrees clockwise provided its legs are extended.\n8 | Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. | The light turns off.\n9 | The apparatus sinks up to 20 feet if it's in liquid. | The apparatus rises up to 20 feet if it's in liquid.\n10 | The rear hatch unseals and opens. | The rear hatch closes and seals.\n\nSource:\tDungeon Master's Guide (2024) p. 229","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":500,"type":"Wondrous Item","hitBonus":null,"damages":{"Psychic":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"arrow_of_slaying","title":"Arrow of Slaying","source":"Dungeon Master's Guide (2024) p. 228","description":"This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n1d100 |\tCreature Type\n01-10 | Aberrations\n11-15 | Beasts\n16-20 | Celestials\n21-25 | Constructs\n26-35 | Dragons\n36-45 | Elementals\n46-50 | Humanoids\n51-60 | Fey\n61-70 | Fiends\n71-75 | Giants\n76-80 | Monstrosities\n81-85 | Oozes\n86-90 | Plants\n91-00 | Undead\n\nArrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nArrows are typically stored in a Quiver (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.05,"type":"Ammunition","hitBonus":null,"damages":{"Force":"6d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"arrow-catching_shield","title":"Arrow-Catching Shield","source":"Dungeon Master's Guide (2024) p. 231","description":"You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.\n\nWhenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.\n\nProficiency: shield\nSource:\tDungeon Master's Guide (2024) p. 231","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Shield","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":2,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"automatic_rifle_of_warning","title":"Automatic Rifle of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"axe_of_the_dwarvish_lords","title":"Axe of the Dwarvish Lords","source":"Dungeon Master's Guide (2024) p. 231","description":"A young dwarf prince set out to forge a weapon that would be regarded as a symbol of unity among his people. Venturing deep under the mountains, deeper than any dwarf had ever delved, the prince came to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools: the Starmetal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With these tools, he forged the Axe of the Dwarvish Lords.\n\nArmed with the Artifact, the prince brought peace to the dwarf clans, ending grudges and answering slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.\n\nLater, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.\n\nMagic Weapon: The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.\n\nWhen you attack a creature with the axe and roll a 20 on the d20 for the attack roll, the axe deals an extra 20 Slashing damage.\n\nThe axe has Thrown with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.\n\nBlessings of Moradin: While attuned to the axe, you gain the following benefits:\n\nDarkvision: You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.\n\nFortitude of Stone: Your Constitution increases by 2, to a maximum of 20.\n\nGifts of the Creator: You have proficiency with Brewer's Supplies, Mason's Tools, and Smith's Tools.\n\nOne with the Forge: You have Immunity to Poison damage and Resistance to Fire damage.\n\nSunder: When you hit an object with the axe, the object takes the maximum amount of damage possible.\n\nConjure Earth Elemental: While holding the axe, you can take a Magic action to summon an Earth Elemental. It appears in an unoccupied space you choose within 30 feet of yourself, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus Action. You can't use this property again until the next dawn.\n\nRandom Properties: The axe has the following random properties:\n\n\t\u2022 2 minor beneficial properties\n\t\u2022 1 major beneficial property\n\t\u2022 2 minor detrimental properties\n\nTravel the Depths: You can take a Magic action to touch the axe to a fixed piece of dwarven stonework and cast Teleport from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.\n\nDestroying the Axe: The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nSource:\tDungeon Master's Guide (2024) p. 231","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"artifact","useBothHands":false,"versatileDamage":"1d10","resistances":["Fire"],"resist":["Fire"],"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"baba_yaga's_dancing_broom","title":"Baba Yaga's Dancing Broom","source":"Dungeon Master's Guide (2024) p. 232","description":"The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.\n\nOn your turn, you can mentally command the animated broom if it is within 30 feet of you and you don't have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.\n\nIf the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them.\n\nSource:\tDungeon Master's Guide (2024) p. 232","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bag_of_beans","title":"Bag of Beans","source":"Dungeon Master's Guide (2024) p. 233","description":"This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.\n\nIf you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.\n\nIf you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly.\n\n1d100 | Effect\n01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour.\n02-10 | A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d4 minutes.\n11-20 | A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good.\n21-30 | An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.\n31-40 | A campfire with green flames springs forth and burns for 24 hours or until it is extinguished.\n41-50 | Three Shrieker Fungi sprout.\n51-60 | 1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke.\n61-70 | A hungry Bulette burrows up and attacks.\n71-80 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.\n81-90 | A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion.\n91-95 | A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the DM's choice. Its sarcophagus contains treasure of the DM's choice.\n96-00 | A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or another plane of existence.\n\nSource:\tDungeon Master's Guide (2024) p. 233","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Force":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bag_of_devouring","title":"Bag of Devouring","source":"Dungeon Master's Guide (2024) p. 234","description":"This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.\n\nThe extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.\n\nInanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.\n\nIf the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.\n\nSource:\tDungeon Master's Guide (2024) p. 234","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bag_of_holding","title":"Bag of Holding","source":"Dungeon Master's Guide (2024) p. 234","description":"This bag has an interior space considerably larger than its outside dimensions\u2014roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.\n\nIf the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.\n\nPlacing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.\n\nSource:\tDungeon Master's Guide (2024) p. 234","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bag_of_tricks,_gray","title":"Bag of Tricks, Gray","source":"Dungeon Master's Guide (2024) p. 234","description":"This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.\n\nYou can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.\n\nThe creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\n\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\n\n1d8 | Creature\n1 | Weasel\n2 | Giant Rat\n3 | Badger\n4 | Boar\n5 | Panther\n6 | Giant Badger\n7 | Dire Wolf\n8 | Giant Elk\n\nSource:\tDungeon Master's Guide (2024) p. 234","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bag_of_tricks,_rust","title":"Bag of Tricks, Rust","source":"Dungeon Master's Guide (2024) p. 234","description":"This bag made from rust cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.\n\nYou can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.\n\nThe creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\n\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\n\n1d8 | Creature\n1 | Rat\n2 | Owl\n3 | Mastiff\n4 | Goat\n5 | Giant Goat\n6 | Giant Boar\n7 | Lion\n8 | Brown Bear\n\nSource:\tDungeon Master's Guide (2024) p. 234","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bag_of_tricks,_tan","title":"Bag of Tricks, Tan","source":"Dungeon Master's Guide (2024) p. 234","description":"This bag made from tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.\n\nYou can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.\n\nThe creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\n\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\n\n1d8 | Creature\n1 | Jackal\n2 | Ape\n3 | Baboon\n4 | Axe Beak\n5 | Black Bear\n6 | Giant Weasel\n7 | Giant Hyena\n8 | Tiger\n\nSource:\tDungeon Master's Guide (2024) p. 234","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"battleaxe_of_warning","title":"Battleaxe of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bead_of_force","title":"Bead of Force","source":"Dungeon Master's Guide (2024) p. 234","description":"This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.\n\nYou can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through.\n\nAn enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.\n\nSource:\tDungeon Master's Guide (2024) p. 234","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Wondrous Item","hitBonus":null,"damages":{"Force":"1d4+4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bead_of_nourishment","title":"Bead of Nourishment","source":"Dungeon Master's Guide (2024) p. 235","description":"This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.\n\nSource:\tDungeon Master's Guide (2024) p. 235","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous 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If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 236","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"berserker_greataxe","title":"Berserker Greataxe","source":"Dungeon Master's Guide (2024) p. 236","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Points maximum increases by 1 for each level you have attained.\n\nCurse: This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.\n\nWhenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\n\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 236","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"berserker_halberd","title":"Berserker Halberd","source":"Dungeon Master's Guide (2024) p. 236","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Points maximum increases by 1 for each level you have attained.\n\nCurse: This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.\n\nWhenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.\n\nWhile berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 236","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"black_dragon_scale_mail","title":"Black Dragon Scale Mail","source":"Dungeon Master's Guide (2024) p. 254","description":"Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.\n\nWhile wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Acid damage.\n\nAdditionally, you can focus your senses as a Magic action to discern the distance and direction to the closest black dragon within 30 miles of yourself. This action can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Acid"],"resist":["Acid"],"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"blackrazor","title":"Blackrazor","source":"Dungeon Master's Guide (2024) p. 236","description":"Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you to 0 Hit Points, Blackrazor devours your soul (see \"Devour Soul\" below).\n\nWhile you hold this weapon, you have Immunity to the Charmed and Frightened conditions, and you have Blindsight with a range of 30 feet.\n\nDevour Soul: Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.\n\nWhen Blackrazor devours a soul that isn't yours, you gain Temporary Hit Points equal to the slain creature's Hit Point maximum.\n\nHaste: Blackrazor can cast Haste on you, after which it can't cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until Blackrazor decides to end it, which it can do at the end of any of your turns.\n\nSentience: Blackrazor is a sentient Chaotic Neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and Darkvision out to 120 feet.\n\nThe weapon speaks Common and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.\n\nPersonality: Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.\n\nDespite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be reunited and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.\n\nBlackrazor's hunger for souls must be regularly fed. If the sword goes 3 days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.\n\nDestroying Blackrazor: Blackrazor can be destroyed by crushing it in the great gears of Mechanus. Primus, the creator of the modrons, also knows a series of musical tones that Blackrazor can't stand to hear, causing the sword to shatter.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nSource:\tDungeon Master's Guide (2024) p. 236","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6","Necrotic":"1d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"artifact","useBothHands":true,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"blowgun_of_warning","title":"Blowgun of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: needle\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, blowgun\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (25/100)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"needle","martialWeapon":true,"originalDamageFormula":"1","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"25/100","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"blue_dragon_scale_mail","title":"Blue Dragon Scale Mail","source":"Dungeon Master's Guide (2024) p. 254","description":"Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.\n\nWhile wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Lightning damage.\n\nAdditionally, you can focus your senses as a Magic action to discern the distance and direction to the closest blue dragon within 30 miles of yourself. This action can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Lightning"],"resist":["Lightning"],"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bolt_of_slaying","title":"Bolt of Slaying","source":"Dungeon Master's Guide (2024) p. 228","description":"This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n1d100 |\tCreature Type\n01-10 | Aberrations\n11-15 | Beasts\n16-20 | Celestials\n21-25 | Constructs\n26-35 | Dragons\n36-45 | Elementals\n46-50 | Humanoids\n51-60 | Fey\n61-70 | Fiends\n71-75 | Giants\n76-80 | Monstrosities\n81-85 | Oozes\n86-90 | Plants\n91-00 | Undead\n\nCrossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nBolts are typically stored in a Crossbow Bolt Case (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.075,"type":"Ammunition","hitBonus":null,"damages":{"Force":"6d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"book_of_exalted_deeds","title":"Book of Exalted Deeds","source":"Dungeon Master's Guide (2024) p. 237","description":"The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.\n\nThe Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring hope to an endangered world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.\n\nA heavy clasp, wrought to look like angel wings, keeps the book's contents secure. Only a creature that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits.\n\nOther creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes that tries to read from the book takes 24d6 Radiant damage. This damage ignores Resistance and Immunity, and it can't be reduced or avoided by any means. A creature reduced to 0 Hit Points by this damage disappears in a flash and is destroyed, leaving its possessions behind. The book then vanishes, and the creature's Attunement to it ends.\n\nBenefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book.\n\nCelestial Calm: While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent after you spend the requisite amount of time reading and studying the book.\n\nDivine Wisdom: After you spend the requisite amount of time reading and studying the book, your Wisdom increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once.\n\nEnlightened Magic: After you spend the requisite amount of time reading and studying the book, any spell slot you expend to cast a spell counts as a spell slot of one level higher.\n\nHalo: After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In addition, Fiends and Undead within the halo's Bright Light make attack rolls against you with Disadvantage.\n\nRandom Properties: The Book of Exalted Deeds has the following random properties:\n\n\t\u2022 2 minor beneficial properties\n\t\u2022 2 major beneficial properties\n\nDestroying the Book: The Book of Exalted Deeds can't be destroyed. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years.\n\nSource:\tDungeon Master's Guide (2024) p. 237","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Wondrous Item","hitBonus":null,"damages":{"Radiant":"24d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"artifact","useBothHands":false,"versatileDamage":null,"resistances":["Psychic"],"resist":["Psychic"],"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"book_of_vile_darkness","title":"Book of Vile Darkness","source":"Dungeon Master's Guide (2024) p. 238","description":"The contents of this foul manuscript are the meat and drink of the wicked. It contains knowledge so horrid that to even glimpse the scrawled pages invites doom.\n\nMost believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.\n\nOther practitioners of evil have added their own input to the book's catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can't be divined.\n\nNature can't abide the book's presence. Ordinary plants wither in its presence, common animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.\n\nWhenever a creature that isn't a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17 Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM's control. Only a Wish spell can reverse this vile transformation.\n\nA creature attuned to the book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.\n\nThe Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned.\n\nAdjusted Ability Scores: One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again.\n\nTireless Form: While the book is on your person, you have Immunity to the Exhaustion condition.\n\nRandom Properties: The Book of Vile Darkness has the following random properties:\n\n\t\u2022 3 minor beneficial properties\n\t\u2022 1 major beneficial property\n\t\u2022 3 minor detrimental properties\n\t\u2022 2 major detrimental properties\n\nSpells: While holding the book and holding it, you can cast the following spells (save DC 18) from it:\n\n\t\u2022 Animate Dead\n\t\u2022 Circle of Death\n\t\u2022 Dominate Monster\n\t\u2022 Finger of Death\n\nOnce you use the book to cast a spell, you can't cast that spell again from it until the next dawn.\n\nVile Lore: You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, you have Advantage on that check.\n\nAt the DM's discretion, the book might reveal secrets no mortal should know, such as the true names of powerful Fiends, foul rites that allow one to transform into a death knight or lich, or long-lost spells crafted by beings so evil their names ought never to be spoken aloud.\n\nVile Speech: While the book is on your person, you can take a Magic action to recite words from its pages in a foul, dead language. Each time you do so, you take 1d12 Psychic damage, and each creature within 15 feet of you takes 3d6 Psychic damage unless the creature is a Fiend or an Undead.\n\nDestroying the Book: The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.\n\nIf a solar tears the book in two, the book is destroyed for 1d100 years, after which it re-forms in some far corner of the multiverse.\n\nA creature attuned to the book for 100 years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a flash of radiance. However, as long as evil exists in the multiverse, the book re-forms 1d10 x 100 years later.\n\nSource:\tDungeon Master's Guide (2024) p. 238","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Wondrous Item","hitBonus":null,"damages":{"Psychic":"1d12"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"artifact","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"boots_of_elvenkind","title":"Boots of Elvenkind","source":"Dungeon Master's Guide (2024) p. 239","description":"While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.\n\nSource:\tDungeon Master's Guide (2024) p. 239","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"boots_of_false_tracks","title":"Boots of False Tracks","source":"Dungeon Master's Guide (2024) p. 239","description":"While wearing these boots, you can have them leave tracks like those of any kind of Humanoid of your size.\n\nSource:\tDungeon Master's Guide (2024) p. 239","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"boots_of_levitation","title":"Boots of Levitation","source":"Dungeon Master's Guide (2024) p. 239","description":"While you wear these boots, you can cast Levitate on yourself.\n\nSource:\tDungeon Master's Guide (2024) p. 239","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"boots_of_speed","title":"Boots of Speed","source":"Dungeon Master's Guide (2024) p. 240","description":"While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect.\n\nWhen you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.\n\nSource:\tDungeon Master's Guide (2024) p. 240","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous 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It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it.\n\nAs a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.\n\nSource:\tDungeon Master's Guide (2024) p. 241","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"candle_of_invocation","title":"Candle of Invocation","source":"Dungeon Master's Guide (2024) p. 241","description":"This candle's magic is activated when the candle is lit, which requires a Magic action. 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The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.\n\n1d100 | Outer Plane\n01-05 | Abyss\n06-10 |  Acheron\n11-17 |  Arborea\n18-25 |  Arcadia\n26-33 |  Beastlands\n34-41 |  Bytopia\n42-46 |  Carceri\n47-54 |  Elysium\n55-59 |  Gehenna\n60-64 |  Hades\n65-69 |  Limbo\n70-77 |  Mechanus\n78-85 |  Mount Celestia\n86-90 |  Nine Hells\n91-95 |  Pandemonium\n96-00 |  Ysgard\n\nSource:\tDungeon Master's Guide (2024) p. 241","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"candle_of_the_deep","title":"Candle of the Deep","source":"Dungeon Master's Guide (2024) p. 242","description":"The flame of this candle isn't extinguished when immersed in water. 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The space you left is Lightly Obscured by that smoke until the end of your next turn.\n\nSource:\tDungeon Master's Guide (2024) p. 242","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"carpet_of_flying","title":"Carpet of Flying","source":"Dungeon Master's Guide (2024) p. 242","description":"You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. 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A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.\n\n1d100 | Size | Capacity | Fly Speed\n01-20 | Carpet of Flying, 3 ft. x 5 ft. | 200 lb. | 80 feet\n21-55 | Carpet of Flying, 4 ft. x 6 ft. | 400 lb. | 60 feet\n56-80 | Carpet of Flying, 5 ft. x 7 ft. | 600 lb. | 40 feet\n81-00 | Carpet of Flying, 6 ft. x 9 ft. | 800 lb. | 30 feet\n\nSource:\tDungeon Master's Guide (2024) p. 242","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous 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While cursed, you have Vulnerability to two of the three damage types associated with the ar- mor (not the one to which it grants Resistance).\n\nSource:\tDungeon Master's Guide (2024) p. 231","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":60,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":17,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"charlatan's_die","title":"Charlatan's Die","source":"Dungeon Master's Guide (2024) p. 243","description":"Whenever you roll this six-sided die, you can control which number it rolls.\n\nSource:\tDungeon Master's Guide (2024) p. 243","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"chime_of_opening","title":"Chime of Opening","source":"Dungeon Master's Guide (2024) p. 244","description":"This hollow metal tube measures about 1 foot long and weighs 1 pound. 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While wearing it, you gain the following benefits.\n\nPoison Resistance: You have Resistance to Poison damage.\n\nSpider Climb: You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.\n\nSpider Walk: You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain.\n\nWeb: You can cast Web (save DC 13). The web created by the spell fills twice its normal area. 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Faint ticking and whirring noises emanate from within.\n\nWhen you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 245","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"clothes_of_mending","title":"Clothes of Mending","source":"Dungeon Master's Guide (2024) p. 245","description":"This elegant outfit magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.\n\nSource:\tDungeon Master's Guide (2024) p. 245","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"club_of_warning","title":"Club of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"copper_dragon_scale_mail","title":"Copper Dragon Scale Mail","source":"Dungeon Master's Guide (2024) p. 254","description":"Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.\n\nWhile wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Acid damage.\n\nAdditionally, you can focus your senses as a Magic action to discern the distance and direction to the closest copper dragon within 30 miles of yourself. This action can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Acid"],"resist":["Acid"],"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"crystal_ball","title":"Crystal Ball","source":"Dungeon Master's Guide (2024) p. 245","description":"The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.\n\nSource:\tDungeon Master's Guide (2024) p. 245","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"crystal_ball_of_mind_reading","title":"Crystal Ball of Mind Reading","source":"Dungeon Master's Guide (2024) p. 159","description":"While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends.\n\nSource:\tDungeon Master's Guide (2024) p. 159","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"crystal_ball_of_telepathy","title":"Crystal Ball of Telepathy","source":"Dungeon Master's Guide (2024) p. 159","description":"While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 159","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"crystal_ball_of_true_seeing","title":"Crystal Ball of True Seeing","source":"Dungeon Master's Guide (2024) p. 159","description":"While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor.\n\nSource:\tDungeon Master's Guide (2024) p. 159","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"cube_of_force","title":"Cube of Force","source":"Dungeon Master's Guide (2024) p. 246","description":"This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it, as shown in the Cube of Force Faces table.\n\nThe cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.\n\nSpell | Charge Cost\nMage Armor | 1\nShield | 1\nLeomund's Tiny Hut | 3\nMordenkainen's Private Sanctum | 4\nOtiluke's Resilient Sphere | 4\nWall of Force | 5\n\nSource:\tDungeon Master's Guide (2024) p. 246","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"cube_of_summoning","title":"Cube of Summoning","source":"Dungeon Master's Guide (2024) p. 247","description":"This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can't otherwise be opened.\n\nRoll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 and doesn't require Concentration, and the summoned creature views you as its summoner.\n\nOnce the cube summons a creature, it can't do so again until the next dawn.\n\n1d6 | Spell\n1 | Summon Aberration\n2 | Summon Beast\n3 | Summon Construct\n4 | Summon Dragon\n5 | Summon Elemental\n6 | Summon Fey\n\nSource:\tDungeon Master's Guide (2024) p. 247","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"cubic_gate","title":"Cubic Gate","source":"Dungeon Master's Guide (2024) p. 247","description":"This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.\n\nThe cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube.\n\nGate: Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side.\n\nPlane Shift: Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side.\n\nSource:\tDungeon Master's Guide (2024) p. 247","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"daern's_instant_fortress","title":"Daern's Instant Fortress","source":"Dungeon Master's Guide (2024) p. 247","description":"As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower.\n\nThe tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.\n\nMagic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.\n\nSource:\tDungeon Master's Guide (2024) p. 247","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dagger_of_venom","title":"Dagger of Venom","source":"Dungeon Master's Guide (2024) p. 248","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nYou can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can't be used this way again until the next dawn.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 248","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4","Poison":"2d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dagger_of_warning","title":"Dagger of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dancing_double-bladed_scimitar","title":"Dancing Double-Bladed Scimitar","source":"Dungeon Master's Guide (2024) p. 248","description":"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\n\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\n\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\n\nSpecial: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, double-bladed scimitar\nSource:\tDungeon Master's Guide (2024) p. 248","properties":"Martial, Special, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d4","Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dancing_greatsword","title":"Dancing Greatsword","source":"Dungeon Master's Guide (2024) p. 248","description":"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\n\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\n\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 248","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dancing_longsword","title":"Dancing Longsword","source":"Dungeon Master's Guide (2024) p. 248","description":"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\n\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\n\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 248","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dancing_rapier","title":"Dancing Rapier","source":"Dungeon Master's Guide (2024) p. 248","description":"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\n\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\n\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 248","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dancing_scimitar","title":"Dancing Scimitar","source":"Dungeon Master's Guide (2024) p. 248","description":"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\n\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\n\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 248","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dancing_shortsword","title":"Dancing Shortsword","source":"Dungeon Master's Guide (2024) p. 248","description":"You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.\n\nWhile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.\n\nAfter the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 248","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dark_shard_amulet","title":"Dark Shard Amulet","source":"Dungeon Master's Guide (2024) p. 248","description":"This amulet is fashioned from a shard of resilient material originating from an otherworldly realm. While you are wearing it, you gain the following benefits.\n\nSpellcasting Focus: You can use the amulet as a Spellcasting Focus for your Warlock spells.\n\nUnknown Spell: As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast it is wasted. In either case, you can't use this property again until you finish a Long Rest.\n\nSource:\tDungeon Master's Guide (2024) p. 248","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dart_of_warning","title":"Dart of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dart\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Finesse, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0.25,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"decanter_of_endless_water","title":"Decanter of Endless Water","source":"Dungeon Master's Guide (2024) p. 249","description":"This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.\n\nYou can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words:\n\nSplash: The decanter produces 1 gallon of water.\n\nFountain: The decanter produces 5 gallons of water.\n\nGeyser: The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.\n\nSource:\tDungeon Master's Guide (2024) p. 249","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"deck_of_illusions","title":"Deck of Illusions","source":"Dungeon Master's Guide (2024) p. 249","description":"This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards.\n\nThe magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.\n\nAny physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again.\n\n1d100 | Illusion\n01-03 | Adult Red Dragon\n04-06 | Archmage\n07-09 | Assassin\n10-12 | Bandit Captain\n13-15 | Beholder\n16-18 | Berserker\n19-21 | Bugbear Warrior\n22-24 | Cloud Giant\n25-27 | Druid\n28-30 | Erinyes\n31-33 | Ettin\n34-36 | Fire Giant\n37-39 | Frost Giant\n40-42 | Gnoll Warrior\n43-45 | Goblin Warrior\n46-48 | Guardian Naga\n49-51 | Hill Giant\n52-54 | Hobgoblin Warrior\n55-57 | Incubus\n58-60 | Iron Golem\n61-63 | Knight\n64-66 | Kobold Warrior\n67-69 | Lich\n70-72 | Medusa\n73-75 | Night Hag\n76-78 | Ogre\n79-81 | Oni\n82-84 | Priest\n85-87 | Succubus\n88-90 | Troll\n91-93 | Warrior Veteran\n94-96 | Wyvern\n97-00 | The card drawer\n\nSource:\tDungeon Master's Guide (2024) p. 249","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d20-1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"deck_of_many_things","title":"Deck of Many Things","source":"Dungeon Master's Guide (2024) p. 250","description":"Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck.\n\nBefore you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\n\nOnce a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)\n\n1d100 (13-Card Deck) | 1d100 (22-Card Deck) | Card\n\u2014 | 01-05 | Balance\n\u2014 | 06-10 | Comet\n\u2014 | 11-14 | Donjon\n01-08 | 15-18 | Euryale\n\u2014 | 19-23 | Fates\n09-16 | 24-27 | Flames\n\u2014 | 28-31 | Fool\n\u2014 | 32-36 | Gem\n17-24 | 37-41 | Jester\n25-32 | 42-46 | Key\n33-40 | 47-51 | Knight\n41-48 | 52-56 | Moon\n\u2014 | 57-60 | Puzzle\n49-56 | 61-64 | Rogue\n57-64 | 65-68 | Ruin\n\u2014 | 69-73 | Sage\n65-72 | 74-77 | Skull\n73-80 | 78-82 | Star\n81-88 | 83-87 | Sun\n\u2014 | 88-91 | Talons\n89-96 | 92-96 | Throne\n97-00 | 97-00 | Void\n\nEach card's effect is described below.\n\nBalance: You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect.\n\nComet: The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect.\n\nDonjon: You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards.\n\nEuryale: The card's medusa-like visage curses you. You take a -2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse.\n\nFates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.\n\nFlames: A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.\n\nFool: You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws.\n\nGem: Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet.\n\nJester: You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.\n\nKey: A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon.\n\nKnight: You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC. The DM can use a different stat block to represent the knight, as desired.\n\nMoon: You gain the ability to cast Wish 1d3 times.\n\nPuzzle: Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.\n\nRogue: An NPC of the DM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you.\n\nRuin: All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master's Guide), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.\n\nSage: At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.\n\nSkull: An Avatar of Death appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life.\n\nStar: Increase one of your ability scores by 2, to a maximum of 24.\n\nSun: A magic item (chosen by the DM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die.\n\nTalons: Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.\n\nThrone: You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours.\n\nVoid: Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.\n\nSource:\tDungeon Master's Guide (2024) p. 250","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d100"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_battleaxe","title":"Defender Battleaxe","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_club","title":"Defender Club","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_dagger","title":"Defender Dagger","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_flail","title":"Defender Flail","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_glaive","title":"Defender Glaive","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_greataxe","title":"Defender Greataxe","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_greatclub","title":"Defender Greatclub","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_greatsword","title":"Defender Greatsword","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_halberd","title":"Defender Halberd","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_handaxe","title":"Defender Handaxe","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_javelin","title":"Defender Javelin","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_lance","title":"Defender Lance","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nA Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_light_hammer","title":"Defender Light Hammer","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, light hammer\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_longsword","title":"Defender Longsword","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_mace","title":"Defender Mace","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_maul","title":"Defender Maul","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_morningstar","title":"Defender Morningstar","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_pike","title":"Defender Pike","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, pike\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":18,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_quarterstaff","title":"Defender Quarterstaff","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"legendary","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_rapier","title":"Defender Rapier","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_scimitar","title":"Defender Scimitar","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_shortsword","title":"Defender Shortsword","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_sickle","title":"Defender Sickle","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_spear","title":"Defender Spear","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_trident","title":"Defender Trident","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_war_pick","title":"Defender War Pick","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_warhammer","title":"Defender Warhammer","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"defender_whip","title":"Defender Whip","source":"Dungeon Master's Guide (2024) p. 252","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demon_breastplate","title":"Demon Breastplate","source":"Dungeon Master's Guide (2024) p. 252","description":"While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\nCurse: Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\n\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":20,"type":"Medium Armor","hitBonus":null,"damages":{"Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demon_chain_mail","title":"Demon Chain Mail","source":"Dungeon Master's Guide (2024) p. 252","description":"While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\nCurse: Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\n\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":55,"type":"Heavy Armor","hitBonus":null,"damages":{"Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":16,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":13},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demon_chain_shirt","title":"Demon Chain Shirt","source":"Dungeon Master's Guide (2024) p. 252","description":"While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\nCurse: Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\n\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":20,"type":"Medium Armor","hitBonus":null,"damages":{"Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":13,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demon_half_plate_armor","title":"Demon Half Plate Armor","source":"Dungeon Master's Guide (2024) p. 252","description":"While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\nCurse: Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\n\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":40,"type":"Medium Armor","hitBonus":null,"damages":{"Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":15,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demon_hide_armor","title":"Demon Hide Armor","source":"Dungeon Master's Guide (2024) p. 252","description":"While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\nCurse: Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\n\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":12,"type":"Medium Armor","hitBonus":null,"damages":{"Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":12,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demon_leather_armor","title":"Demon Leather Armor","source":"Dungeon Master's Guide (2024) p. 252","description":"While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\nCurse: Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\n\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Light Armor","hitBonus":null,"damages":{"Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":11,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demon_padded_armor","title":"Demon Padded Armor","source":"Dungeon Master's Guide (2024) p. 252","description":"While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\nCurse: Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\n\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":8,"type":"Light Armor","hitBonus":null,"damages":{"Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":11,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demon_plate_armor","title":"Demon Plate Armor","source":"Dungeon Master's Guide (2024) p. 252","description":"While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\nCurse: Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\n\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":65,"type":"Heavy Armor","hitBonus":null,"damages":{"Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":18,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demon_ring_mail","title":"Demon Ring Mail","source":"Dungeon Master's Guide (2024) p. 252","description":"While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\nCurse: Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\n\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":40,"type":"Heavy Armor","hitBonus":null,"damages":{"Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demon_scale_mail","title":"Demon Scale Mail","source":"Dungeon Master's Guide (2024) p. 252","description":"While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\nCurse: Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\n\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{"Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demon_splint_armor","title":"Demon Splint Armor","source":"Dungeon Master's Guide (2024) p. 252","description":"While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\nCurse: Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\n\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":60,"type":"Heavy Armor","hitBonus":null,"damages":{"Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":17,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demon_studded_leather_armor","title":"Demon Studded Leather Armor","source":"Dungeon Master's Guide (2024) p. 252","description":"While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.\n\nCurse: Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\n\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":13,"type":"Light Armor","hitBonus":null,"damages":{"Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":12,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demonomicon_of_iggwilv","title":"Demonomicon of Iggwilv","source":"Dungeon Master's Guide (2024) p. 252","description":"This treatise, composed by Iggwilv the archmage, documents the Abyss's layers and inhabitants and is widely regarded as the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material.\n\nAbyssal Lore: You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you gain Advantage on the check.\n\nContainment: The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon's blank pages, which fills with writing detailing the trapped creature's widely known name and depravities. Once used, this action can't be used again until the next dawn.\n\nWhen you finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a successful save, the Fiend can't try to possess you again for 7 days (but another Fiend trapped in the book can certainly try).\n\nWhen the tome is discovered, it has 1d4 Fiends occupying its pages\u2014typically an assortment of demons.\n\nEnsnarement: While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell.\n\nFiendish Scourging: While carrying the book, when you make a damage roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.\n\nRandom Properties: The Artifact has the following random properties:\n\n\t\u2022 2 minor beneficial properties\n\t\u2022 1 minor detrimental property\n\t\u2022 1 major detrimental property\n\nSpells: The book has 8 charges and regains 1d8 expended charges daily at dawn. While holding the book, you can take a Magic action to cast one of the spells (save DC 20) on the following table. The table indicates how many charges you must expend to cast the spell.\n\nSpell | Charge Cost\nMagic Circle | 1\nMagic Jar | 3\nPlanar Ally | 3\nPlanar Binding | 2\nPlane Shift (to the Abyss only) | 3\nSummon Fiend | 3\nTasha's Hideous Laughter | 0\n\nDestroying the Demonomicon: To destroy the book, six different demon lords must each tear out a sixth of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semisentient domain lies a long-lost Artifact, Fraz-Urb'luu's Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and out-of-date copy of the Tome of Zyx, the work that served as the foundation of the Demonomicon of Iggwilv. The Tome of Zyx can be destroyed like any ordinary book. Once the staff emerges, the demon lord Fraz-Urb'luu knows instantly.\n\nSource:\tDungeon Master's Guide (2024) p. 252","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"artifact","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":8,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dimensional_shackles","title":"Dimensional Shackles","source":"Dungeon Master's Guide (2024) p. 254","description":"You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.\n\nYou and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.\n\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"double-bladed_scimitar_of_warning","title":"Double-Bladed Scimitar of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSpecial: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, double-bladed scimitar\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Special, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d4","Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_antimatter_rifle","title":"Dragon Slayer Antimatter Rifle","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (120/360)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Necromancy":"6d8","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"6d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"120/360","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_automatic_rifle","title":"Dragon Slayer Automatic Rifle","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_battleaxe","title":"Dragon Slayer Battleaxe","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_blowgun","title":"Dragon Slayer Blowgun","source":"Dungeon Master's Guide (2024) p. 254","description":"Ammo: needle\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, blowgun\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Loading, Ranged (25/100)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"needle","martialWeapon":true,"originalDamageFormula":"1","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"25/100","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_club","title":"Dragon Slayer Club","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_dagger","title":"Dragon Slayer Dagger","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_dart","title":"Dragon Slayer Dart","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dart\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Finesse, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.25,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d4","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_double-bladed_scimitar","title":"Dragon Slayer Double-Bladed Scimitar","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSpecial: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, double-bladed scimitar\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Special, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d4","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_flail","title":"Dragon Slayer Flail","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_glaive","title":"Dragon Slayer Glaive","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_greataxe","title":"Dragon Slayer Greataxe","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_greatclub","title":"Dragon Slayer Greatclub","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_greatsword","title":"Dragon Slayer Greatsword","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_halberd","title":"Dragon Slayer Halberd","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_hand_crossbow","title":"Dragon Slayer Hand Crossbow","source":"Dungeon Master's Guide (2024) p. 254","description":"Ammo: bolt\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, hand crossbow\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Light, Loading, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":true,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_handaxe","title":"Dragon Slayer Handaxe","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_heavy_crossbow","title":"Dragon Slayer Heavy Crossbow","source":"Dungeon Master's Guide (2024) p. 254","description":"Ammo: bolt\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, heavy crossbow\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Heavy, Loading, Two-Handed, Ranged (100/400)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":true,"range":"100/400","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_hunting_rifle","title":"Dragon Slayer Hunting Rifle","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d10","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_javelin","title":"Dragon Slayer Javelin","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_lance","title":"Dragon Slayer Lance","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nA Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_laser_pistol","title":"Dragon Slayer Laser Pistol","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d6","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_laser_rifle","title":"Dragon Slayer Laser Rifle","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (100/300)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d8","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"100/300","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_light_crossbow","title":"Dragon Slayer Light Crossbow","source":"Dungeon Master's Guide (2024) p. 254","description":"Ammo: bolt\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, light crossbow\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Ammunition, Loading, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_light_hammer","title":"Dragon Slayer Light Hammer","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, light hammer\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_longbow","title":"Dragon Slayer Longbow","source":"Dungeon Master's Guide (2024) p. 254","description":"Ammo: arrow\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, longbow\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Heavy, Two-Handed, Ranged (150/600)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":"150/600","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_longsword","title":"Dragon Slayer Longsword","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_mace","title":"Dragon Slayer Mace","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_maul","title":"Dragon Slayer Maul","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_morningstar","title":"Dragon Slayer Morningstar","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_musket","title":"Dragon Slayer Musket","source":"Dungeon Master's Guide (2024) p. 254","description":"Ammo: firearm bullet\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d12","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_pike","title":"Dragon Slayer Pike","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, pike\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_pistol","title":"Dragon Slayer Pistol","source":"Dungeon Master's Guide (2024) p. 254","description":"Ammo: firearm bullet\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Loading, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_quarterstaff","title":"Dragon Slayer Quarterstaff","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_rapier","title":"Dragon Slayer Rapier","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_revolver","title":"Dragon Slayer Revolver","source":"Dungeon Master's Guide (2024) p. 254","description":"Ammo: firearm bullet\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_scimitar","title":"Dragon Slayer Scimitar","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_semiautomatic_pistol","title":"Dragon Slayer Semiautomatic Pistol","source":"Dungeon Master's Guide (2024) p. 254","description":"Ammo: firearm bullet\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Loading, Ranged (50/150)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d6","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"50/150","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_shortbow","title":"Dragon Slayer Shortbow","source":"Dungeon Master's Guide (2024) p. 254","description":"Ammo: arrow\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, shortbow\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Ammunition, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_shortsword","title":"Dragon Slayer Shortsword","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_shotgun","title":"Dragon Slayer Shotgun","source":"Dungeon Master's Guide (2024) p. 254","description":"Ammo: firearm bullet\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_sickle","title":"Dragon Slayer Sickle","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_sling","title":"Dragon Slayer Sling","source":"Dungeon Master's Guide (2024) p. 254","description":"Ammo: sling bullet\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nProficiency: simple, sling\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Ammunition, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Ranged Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"sling bullet","martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_spear","title":"Dragon Slayer Spear","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_staff","title":"Dragon Slayer Staff","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_trident","title":"Dragon Slayer Trident","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_war_pick","title":"Dragon Slayer War Pick","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_warhammer","title":"Dragon Slayer Warhammer","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_whip","title":"Dragon Slayer Whip","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dragon_slayer_wooden_staff","title":"Dragon Slayer Wooden Staff","source":"Dungeon Master's Guide (2024) p. 254","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dread_helm","title":"Dread Helm","source":"Dungeon Master's Guide (2024) p. 254","description":"While you're wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.\n\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"driftglobe","title":"Driftglobe","source":"Dungeon Master's Guide (2024) p. 254","description":"This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can't be used again until the next dawn.\n\nYou can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.\n\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dust_of_disappearance","title":"Dust of Disappearance","source":"Dungeon Master's Guide (2024) p. 255","description":"This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.\n\nSource:\tDungeon Master's Guide (2024) p. 255","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"2d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dust_of_dryness","title":"Dust of Dryness","source":"Dungeon Master's Guide (2024) p. 255","description":"This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic.\n\nAs a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental or a Water Weird). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.\n\nSource:\tDungeon Master's Guide (2024) p. 255","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Necrotic":"1d6+4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dust_of_sneezing_and_choking","title":"Dust of Sneezing and Choking","source":"Dungeon Master's Guide (2024) p. 255","description":"Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use.\n\nAs a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30- foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically.\n\nOn a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell.\n\nSource:\tDungeon Master's Guide (2024) p. 255","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dwarven_half_plate_armor","title":"Dwarven Half Plate Armor","source":"Dungeon Master's Guide (2024) p. 255","description":"While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.\n\nSource:\tDungeon Master's Guide (2024) p. 255","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":40,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":15,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dwarven_plate_armor","title":"Dwarven Plate Armor","source":"Dungeon Master's Guide (2024) p. 255","description":"While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.\n\nSource:\tDungeon Master's Guide (2024) p. 255","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":65,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":18,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dwarven_thrower","title":"Dwarven Thrower","source":"Dungeon Master's Guide (2024) p. 256","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has Thrown with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nSource:\tDungeon Master's Guide (2024) p. 256","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Force":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"very 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ear_horn_of_hearing","title":"Ear Horn of Hearing","source":"Dungeon Master's Guide (2024) p. 256","description":"While held up to your ear, this horn suppresses the effects of the Deafened condition on you.\n\nSource:\tDungeon Master's Guide (2024) p. 256","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"efreeti_bottle","title":"Efreeti Bottle","source":"Dungeon Master's Guide (2024) p. 256","description":"When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you.\n\nThe first time the bottle is opened, the DM rolls on the following table to determine what happens.\n\n1d10 | Effect\n1 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.\n2-9 | The efreeti understands your languages and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.\n10 | The efreeti understands your languages and can cast Wish once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic.\n\nSource:\tDungeon Master's Guide (2024) p. 256","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"efreeti_chain_mail","title":"Efreeti Chain Mail","source":"Dungeon Master's Guide (2024) p. 257","description":"While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground.\n\nSource:\tDungeon Master's Guide (2024) p. 257","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":55,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":16,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":13},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"efreeti_chain_shirt","title":"Efreeti Chain Shirt","source":"Dungeon Master's Guide (2024) p. 257","description":"While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground.\n\nSource:\tDungeon Master's Guide (2024) p. 257","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":20,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":13,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"elemental_gem,_blue_sapphire","title":"Elemental Gem, Blue Sapphire","source":"Dungeon Master's Guide (2024) p. 257","description":"This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Air Elemental is summoned, and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.\n\nSource:\tDungeon Master's Guide (2024) p. 257","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"elemental_gem,_emerald","title":"Elemental Gem, Emerald","source":"Dungeon Master's Guide (2024) p. 257","description":"This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, a Water Elemental is summoned, and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.\n\nSource:\tDungeon Master's Guide (2024) p. 257","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"elemental_gem,_red_corundum","title":"Elemental Gem, Red Corundum","source":"Dungeon Master's Guide (2024) p. 257","description":"This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, a Fire Elemental is summoned, and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.\n\nSource:\tDungeon Master's Guide (2024) p. 257","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"elemental_gem,_yellow_diamond","title":"Elemental Gem, Yellow Diamond","source":"Dungeon Master's Guide (2024) p. 257","description":"This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Earth Elemental is summoned, and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.\n\nSource:\tDungeon Master's Guide (2024) p. 257","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"elixir_of_health","title":"Elixir of Health","source":"Dungeon Master's Guide (2024) p. 257","description":"When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. 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You are considered trained with this armor even if you lack training with Medium or Heavy armor.\n\nSource:\tDungeon Master's Guide (2024) p. 257","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":20,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":13,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"enduring_spellbook","title":"Enduring Spellbook","source":"Dungeon Master's Guide (2024) p. 257","description":"This spellbook, along with anything written on its pages, can't be damaged by fire or water. In addition, the spellbook doesn't deteriorate with age.\n\nSource:\tDungeon Master's Guide (2024) p. 257","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"energy_cell_of_slaying","title":"Energy Cell of Slaying","source":"Dungeon Master's Guide (2024) p. 228","description":"This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n1d100 | Creature Type\n01-10 | Aberrations\n11-15 | Beasts\n16-20 | Celestials\n21-25 | Constructs\n26-35 | Dragons\n36-45 | Elementals\n46-50 | Humanoids\n51-60 | Fey\n61-70 | Fiends\n71-75 | Giants\n76-80 | Monstrosities\n81-85 | Oozes\n86-90 | Plants\n91-00 | Undead\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Ammunition","hitBonus":null,"damages":{"Force":"6d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"energy_longbow","title":"Energy Longbow","source":"Dungeon Master's Guide (2024) p. 257","description":"Ammo: arrow\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\nThis weapon has the following additional properties.\n\nArrow of Restraint: Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.\n\nArrow of Transport: As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\n\nEnergy Ladder: As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, longbow\nSource:\tDungeon Master's Guide (2024) p. 257","properties":"Martial, Ammunition, Heavy, Two-Handed, Ranged (150/600)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":"150/600","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"energy_shortbow","title":"Energy Shortbow","source":"Dungeon Master's Guide (2024) p. 257","description":"Ammo: arrow\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\nThis weapon has the following additional properties.\n\nArrow of Restraint: Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.\n\nArrow of Transport: As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.\n\nEnergy Ladder: As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, shortbow\nSource:\tDungeon Master's Guide (2024) p. 257","properties":"Ammunition, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ersatz_eye","title":"Ersatz Eye","source":"Dungeon Master's Guide (2024) p. 259","description":"This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can't be removed against your will while you are alive.\n\nSource:\tDungeon Master's Guide (2024) p. 259","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"eversmoking_bottle","title":"Eversmoking Bottle","source":"Dungeon Master's Guide (2024) p. 259","description":"As a Magic action, you can open or close this bottle.\n\nOpening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured.\n\nEach minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet.\n\nClosing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.\n\nSource:\tDungeon Master's Guide (2024) p. 259","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"executioner's_battleaxe","title":"Executioner's Battleaxe","source":"Dungeon Master's Guide (2024) p. 259","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nAny Humanoid you hit with the weapon takes an extra 2d6 Slashing damage, and you gain Temporary Hit Points equal to the extra damage dealt.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 259","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"executioner's_greataxe","title":"Executioner's Greataxe","source":"Dungeon Master's Guide (2024) p. 259","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nAny Humanoid you hit with the weapon takes an extra 2d6 Slashing damage, and you gain Temporary Hit Points equal to the extra damage dealt.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 259","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"executioner's_halberd","title":"Executioner's Halberd","source":"Dungeon Master's Guide (2024) p. 259","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nAny Humanoid you hit with the weapon takes an extra 2d6 Slashing damage, and you gain Temporary Hit Points equal to the extra damage dealt.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 259","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"executioner's_handaxe","title":"Executioner's Handaxe","source":"Dungeon Master's Guide (2024) p. 259","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nAny Humanoid you hit with the weapon takes an extra 2d6 Slashing damage, and you gain Temporary Hit Points equal to the extra damage dealt.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 259","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"eye_and_hand_of_vecna","title":"Eye and Hand of Vecna","source":"Dungeon Master's Guide (2024) p. 259","description":"Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming a lich.\n\nA treacherous lieutenant named Kas brought Vecna's rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that still seek to work Vecna's will in the world.\n\nThe Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a shriveled left extremity.\n\nRandom Properties of the Eye and Hand: The Eye of Vecna and the Hand of Vecna each have the following random properties\n\n\t\u2022 1 minor beneficial property\n\t\u2022 1 major beneficial property\n\t\u2022 1 minor detrimental property\n\nAttuning to the Eye: To attune to the eye, you must press it into your empty socket. The eye grafts itself to your head and remains there until you die. If the eye is ever removed, you die.\n\nProperties of the Eye: While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following benefits:\n\nTruesight: You have Truesight out to 240 feet.\n\nSpellcasting: The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.\n\nSpell | Charge Cost\nClairvoyance | 2\nCrown of Madness 1\nDisintegrate | 4\nDominate Monster |5\nEyebite | 4\n\nX-ray Vision: You can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.\n\nAttuning to the Hand: To attune to the hand, you must press it against the stump where your left hand was. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.\n\nProperties of the Hand: When you are attuned to the hand, your alignment is Neutral Evil, and you gain the following benefits:\n\nGreat Strength: Your Strength becomes 20 unless it is already 20 or higher.\n\nIcy Touch: Any melee spell attack you make with the hand and any melee attack made with a weapon held by it deals an extra 2d8 Cold damage on a hit.\n\nSpellcasting: The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna Spells table from the hand (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from it, the hand casts Suggestion on you (save DC 18; no Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.\n\nSpell | Charge Cost\nFinger of Death | 5\nSleep | 1\nSlow | 2\nTeleport | 3\n\nProperties of the Eye and Hand: While attuned to both the hand and eye, you gain the following additional benefits:\n\nDanger Sense: You have Advantage on Initiative rolls.\n\nNecrotic Reduction: As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this damage is transformed into green slime (see chapter 3) that covers the ground in its space, each 5-foot square of slime representing a separate patch. Nonmagical objects worn or carried by the target that are made of metal or organic material are destroyed by the slime.\n\nPoison Immunity: You have Immunity to Poison damage and the Poisoned condition.\n\nRegeneration: If you start your turn with at least 1 Hit Point, you regain 1d10 Hit Points.\n\nWish: You can cast Wish. Once used, this property can't be used again until 30 days have passed.\n\nDestroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed. Any other attempt to destroy the eye or hand seems to work, but the Artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.\n\nSource:\tDungeon Master's Guide (2024) p. 259","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Cold":"1d4+4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"artifact","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":8,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"eye_of_vecna","title":"Eye of Vecna","source":"Dungeon Master's Guide (2024) p. 259","description":"Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming a lich.\n\nA treacherous lieutenant named Kas brought Vecna's rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that still seek to work Vecna's will in the world.\n\nThe Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a shriveled left extremity.\n\nRandom Properties of the Eye and Hand: The Eye of Vecna has the following random properties:\n\n\t\u2022 1 minor beneficial property\n\t\u2022 1 major beneficial property\n\t\u2022 1 minor detrimental property\n\nAttuning to the Eye: To attune to the eye, you must press it into your empty socket. The eye grafts itself to your head and remains there until you die. If the eye is ever removed, you die.\n\nProperties of the Eye: While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following benefits:\n\nTruesight: You have Truesight out to 240 feet.\n\nSpellcasting: The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.\n\nSpell | Charge Cost\nClairvoyance | 2\nCrown of Madness 1\nDisintegrate | 4\nDominate Monster |5\nEyebite | 4\n\nX-ray Vision: You can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.\n\nDestroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed. Any other attempt to destroy the eye or hand seems to work, but the Artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.\n\nSource:\tDungeon Master's Guide (2024) p. 259","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d4+4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"artifact","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":8,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"eyes_of_charming","title":"Eyes of Charming","source":"Dungeon Master's Guide (2024) p. 261","description":"These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 261","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"eyes_of_minute_seeing","title":"Eyes of Minute Seeing","source":"Dungeon Master's Guide (2024) p. 261","description":"These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.\n\nSource:\tDungeon Master's Guide (2024) p. 261","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"eyes_of_the_eagle","title":"Eyes of the Eagle","source":"Dungeon Master's Guide (2024) p. 261","description":"These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.\n\nSource:\tDungeon Master's Guide (2024) p. 261","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"figurine_of_wondrous_power,_bronze_griffon","title":"Figurine of Wondrous Power, Bronze Griffon","source":"Dungeon Master's Guide (2024) p. 261","description":"A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\n\nBronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.\n\nSource:\tDungeon Master's Guide (2024) p. 261","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"figurine_of_wondrous_power,_ebony_fly","title":"Figurine of Wondrous Power, Ebony Fly","source":"Dungeon Master's Guide (2024) p. 261","description":"A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\n\nEbony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.\n\nSource:\tDungeon Master's Guide (2024) p. 261","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"figurine_of_wondrous_power,_golden_lions","title":"Figurine of Wondrous Power, Golden Lions","source":"Dungeon Master's Guide (2024) p. 261","description":"A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\n\nGolden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.\n\nSource:\tDungeon Master's Guide (2024) p. 261","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"figurine_of_wondrous_power,_ivory_goats","title":"Figurine of Wondrous Power, Ivory Goats","source":"Dungeon Master's Guide (2024) p. 261","description":"A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\n\nIvory Goats (Rare): These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:\n\nGoat of Terror: This figurine can become a Giant Goat for up to 3 hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.\n\nGoat of Traveling: This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all expended charges.\n\nGoat of Travail: This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.\n\nSource:\tDungeon Master's Guide (2024) p. 261","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":24,"recharge":null,"rechargeAmount":"all","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"figurine_of_wondrous_power,_marble_elephant","title":"Figurine of Wondrous Power, Marble Elephant","source":"Dungeon Master's Guide (2024) p. 261","description":"A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\n\nMarble Elephant (Rare): This marble statuette resembles a trumpeting elephant. It can become an Elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.\n\nSource:\tDungeon Master's Guide (2024) p. 261","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"figurine_of_wondrous_power,_obsidian_steed","title":"Figurine of Wondrous Power, Obsidian Steed","source":"Dungeon Master's Guide (2024) p. 261","description":"A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\n\nObsidian Steed (Very Rare). This polished obsidian horse can become a Nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\n\nThe figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.\n\nSource:\tDungeon Master's Guide (2024) p. 261","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"figurine_of_wondrous_power,_onyx_dog","title":"Figurine of Wondrous Power, Onyx Dog","source":"Dungeon Master's Guide (2024) p. 261","description":"A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\n\nOnyx Dog (Rare). This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can't be used again until 7 days have passed.\n\nSource:\tDungeon Master's Guide (2024) p. 261","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"figurine_of_wondrous_power,_serpentine_owl","title":"Figurine of Wondrous Power, Serpentine Owl","source":"Dungeon Master's Guide (2024) p. 261","description":"A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\n\nSerpentine Owl (Rare). This serpentine statuette of an owl can become a Giant Owl for up to 8 hours. The owl can communicate telepathically with you at any range if you and it are on the same plane of existence. Once it has been used, it can't be used again until 2 days have passed.\n\nSource:\tDungeon Master's Guide (2024) p. 261","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"figurine_of_wondrous_power,_silver_raven","title":"Figurine of Wondrous Power, Silver Raven","source":"Dungeon Master's Guide (2024) p. 261","description":"A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.\n\nSilver Raven (Uncommon). This silver statuette of a raven can become a Raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine grants you the ability to cast Animal Messenger on it.\n\nSource:\tDungeon Master's Guide (2024) p. 261","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"firearm_bullet_of_slaying","title":"Firearm Bullet of Slaying","source":"Dungeon Master's Guide (2024) p. 228","description":"This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n1d100 |\tCreature Type\n01-10 | Aberrations\n11-15 | Beasts\n16-20 | Celestials\n21-25 | Constructs\n26-35 | Dragons\n36-45 | Elementals\n46-50 | Humanoids\n51-60 | Fey\n61-70 | Fiends\n71-75 | Giants\n76-80 | Monstrosities\n81-85 | Oozes\n86-90 | Plants\n91-00 | Undead\n\nThe ammunition of a firearm is destroyed upon use.\n\nFirearm Bullets are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.2,"type":"Ammunition","hitBonus":null,"damages":{"Force":"6d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flail_of_warning","title":"Flail of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_battleaxe","title":"Flame Tongue Battleaxe","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_club","title":"Flame Tongue Club","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_dagger","title":"Flame Tongue Dagger","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_flail","title":"Flame Tongue Flail","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_glaive","title":"Flame Tongue Glaive","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_greataxe","title":"Flame Tongue Greataxe","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_greatclub","title":"Flame Tongue Greatclub","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_greatsword","title":"Flame Tongue Greatsword","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_halberd","title":"Flame Tongue Halberd","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_handaxe","title":"Flame Tongue Handaxe","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_javelin","title":"Flame Tongue Javelin","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_lance","title":"Flame Tongue Lance","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nA Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_light_hammer","title":"Flame Tongue Light Hammer","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, light hammer\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_longsword","title":"Flame Tongue Longsword","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_mace","title":"Flame Tongue Mace","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_maul","title":"Flame Tongue Maul","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_morningstar","title":"Flame Tongue Morningstar","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_pike","title":"Flame Tongue Pike","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, pike\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":18,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_quarterstaff","title":"Flame Tongue Quarterstaff","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_rapier","title":"Flame Tongue Rapier","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_scimitar","title":"Flame Tongue Scimitar","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_shortsword","title":"Flame Tongue Shortsword","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_sickle","title":"Flame Tongue Sickle","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_spear","title":"Flame Tongue Spear","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_trident","title":"Flame Tongue Trident","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_war_pick","title":"Flame Tongue War Pick","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_warhammer","title":"Flame Tongue Warhammer","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flame_tongue_whip","title":"Flame Tongue Whip","source":"Dungeon Master's Guide (2024) p. 263","description":"While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"folding_boat","title":"Folding Boat","source":"Dungeon Master's Guide (2024) p. 263","description":"This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use:\n\nFirst Command Word: The box unfolds into a Rowboat.\n\nSecond Command Word: The box unfolds into a Keelboat.\n\nThird Command Word: The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.\n\nWhen the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.\n\nStatistics for the Rowboat and Keelboat appear in the Player's Handbook (2024). If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"frost_brand_glaive","title":"Frost Brand Glaive","source":"Dungeon Master's Guide (2024) p. 263","description":"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\n\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Fire":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"very rare","useBothHands":true,"versatileDamage":null,"resistances":["Fire"],"resist":["Fire"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"frost_brand_greatsword","title":"Frost Brand Greatsword","source":"Dungeon Master's Guide (2024) p. 263","description":"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\n\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6","Fire":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"very rare","useBothHands":true,"versatileDamage":null,"resistances":["Fire"],"resist":["Fire"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"frost_brand_longsword","title":"Frost Brand Longsword","source":"Dungeon Master's Guide (2024) p. 263","description":"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\n\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","resistances":["Fire"],"resist":["Fire"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"frost_brand_rapier","title":"Frost Brand Rapier","source":"Dungeon Master's Guide (2024) p. 263","description":"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\n\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Fire"],"resist":["Fire"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"frost_brand_scimitar","title":"Frost Brand Scimitar","source":"Dungeon Master's Guide (2024) p. 263","description":"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\n\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Fire":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Fire"],"resist":["Fire"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"frost_brand_shortsword","title":"Frost Brand Shortsword","source":"Dungeon Master's Guide (2024) p. 263","description":"When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.\n\nIn freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 263","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Fire"],"resist":["Fire"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gauntlets_of_ogre_power","title":"Gauntlets of Ogre Power","source":"Dungeon Master's Guide (2024) p. 264","description":"Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.\n\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gem_of_brightness","title":"Gem of Brightness","source":"Dungeon Master's Guide (2024) p. 264","description":"This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:\n\nFirst Command Word: The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem.\n\nSecond Command Word: You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nThird Command Word: You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word.\n\nWhen all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP.\n\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":50,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gem_of_seeing","title":"Gem of Seeing","source":"Dungeon Master's Guide (2024) p. 264","description":"This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.\n\nThe gem regains 1d3 expended charges daily at dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_antimatter_rifle","title":"Giant Slayer Antimatter Rifle","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (120/360)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Necromancy":"6d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"6d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"120/360","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_automatic_rifle","title":"Giant Slayer Automatic Rifle","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_battleaxe","title":"Giant Slayer Battleaxe","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_blowgun","title":"Giant Slayer Blowgun","source":"Dungeon Master's Guide (2024) p. 264","description":"Ammo: needle\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, blowgun\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Loading, Ranged (25/100)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"needle","martialWeapon":true,"originalDamageFormula":"1","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"25/100","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_club","title":"Giant Slayer Club","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_dagger","title":"Giant Slayer Dagger","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_dart","title":"Giant Slayer Dart","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dart\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Finesse, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.25,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d4","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_double-bladed_scimitar","title":"Giant Slayer Double-Bladed Scimitar","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSpecial: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, double-bladed scimitar\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Special, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d4","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_flail","title":"Giant Slayer Flail","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_glaive","title":"Giant Slayer Glaive","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_greataxe","title":"Giant Slayer Greataxe","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_greatclub","title":"Giant Slayer Greatclub","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_greatsword","title":"Giant Slayer Greatsword","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_halberd","title":"Giant Slayer Halberd","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_hand_crossbow","title":"Giant Slayer Hand Crossbow","source":"Dungeon Master's Guide (2024) p. 264","description":"Ammo: bolt\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, hand crossbow\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Light, Loading, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":true,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_handaxe","title":"Giant Slayer Handaxe","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_heavy_crossbow","title":"Giant Slayer Heavy Crossbow","source":"Dungeon Master's Guide (2024) p. 264","description":"Ammo: bolt\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, heavy crossbow\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Heavy, Loading, Two-Handed, Ranged (100/400)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":true,"range":"100/400","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_hunting_rifle","title":"Giant Slayer Hunting Rifle","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_javelin","title":"Giant Slayer Javelin","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_lance","title":"Giant Slayer Lance","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nA Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_laser_pistol","title":"Giant Slayer Laser Pistol","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_laser_rifle","title":"Giant Slayer Laser Rifle","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (100/300)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"100/300","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_light_crossbow","title":"Giant Slayer Light Crossbow","source":"Dungeon Master's Guide (2024) p. 264","description":"Ammo: bolt\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, light crossbow\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Ammunition, Loading, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_light_hammer","title":"Giant Slayer Light Hammer","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, light hammer\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_longbow","title":"Giant Slayer Longbow","source":"Dungeon Master's Guide (2024) p. 264","description":"Ammo: arrow\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, longbow\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Heavy, Two-Handed, Ranged (150/600)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":"150/600","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_longsword","title":"Giant Slayer Longsword","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_mace","title":"Giant Slayer Mace","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_maul","title":"Giant Slayer Maul","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_morningstar","title":"Giant Slayer Morningstar","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_musket","title":"Giant Slayer Musket","source":"Dungeon Master's Guide (2024) p. 264","description":"Ammo: firearm bullet\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d12","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_pike","title":"Giant Slayer Pike","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, pike\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_pistol","title":"Giant Slayer Pistol","source":"Dungeon Master's Guide (2024) p. 264","description":"Ammo: firearm bullet\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Loading, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_quarterstaff","title":"Giant Slayer Quarterstaff","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_rapier","title":"Giant Slayer Rapier","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_revolver","title":"Giant Slayer Revolver","source":"Dungeon Master's Guide (2024) p. 264","description":"Ammo: firearm bullet\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_scimitar","title":"Giant Slayer Scimitar","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_semiautomatic_pistol","title":"Giant Slayer Semiautomatic Pistol","source":"Dungeon Master's Guide (2024) p. 264","description":"Ammo: firearm bullet\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Loading, Ranged (50/150)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"50/150","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_shortbow","title":"Giant Slayer Shortbow","source":"Dungeon Master's Guide (2024) p. 264","description":"Ammo: arrow\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, shortbow\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Ammunition, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_shortsword","title":"Giant Slayer Shortsword","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_shotgun","title":"Giant Slayer Shotgun","source":"Dungeon Master's Guide (2024) p. 264","description":"Ammo: firearm bullet\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_sickle","title":"Giant Slayer Sickle","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_sling","title":"Giant Slayer Sling","source":"Dungeon Master's Guide (2024) p. 264","description":"Ammo: sling bullet\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nProficiency: simple, sling\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Ammunition, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Ranged Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"sling bullet","martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_spear","title":"Giant Slayer Spear","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_staff","title":"Giant Slayer Staff","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_trident","title":"Giant Slayer Trident","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_war_pick","title":"Giant Slayer War Pick","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_warhammer","title":"Giant Slayer Warhammer","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_whip","title":"Giant Slayer Whip","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"giant_slayer_wooden_staff","title":"Giant Slayer Wooden Staff","source":"Dungeon Master's Guide (2024) p. 264","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"glaive_of_life_stealing","title":"Glaive of Life Stealing","source":"Dungeon Master's Guide (2024) p. 314","description":"When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"glaive_of_sharpness","title":"Glaive of Sharpness","source":"Dungeon Master's Guide (2024) p. 314","description":"When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"glaive_of_vengeance","title":"Glaive of Vengeance","source":"Dungeon Master's Guide (2024) p. 206","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nCurse: This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.\n\nIn addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it.\n\nYou can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 206","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"glaive_of_warning","title":"Glaive of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"glaive_of_wounding","title":"Glaive of Wounding","source":"Dungeon Master's Guide (2024) p. 314","description":"When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Necrotic":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"glamoured_studded_leather","title":"Glamoured Studded Leather","source":"Dungeon Master's Guide (2024) p. 264","description":"While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like\u2014including color, style, and accessories\u2014but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.\n\nSource:\tDungeon Master's Guide (2024) p. 264","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":13,"type":"Light Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":12,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gloves_of_missile_snaring","title":"Gloves of Missile Snaring","source":"Dungeon Master's Guide (2024) p. 265","description":"If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.\n\nSource:\tDungeon Master's Guide (2024) p. 265","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gloves_of_swimming_and_climbing","title":"Gloves of Swimming and Climbing","source":"Dungeon Master's Guide (2024) p. 265","description":"While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.\n\nSource:\tDungeon Master's Guide (2024) p. 265","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gloves_of_thievery","title":"Gloves of Thievery","source":"Dungeon Master's Guide (2024) p. 265","description":"These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.\n\nSource:\tDungeon Master's Guide (2024) p. 265","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"goggles_of_night","title":"Goggles of Night","source":"Dungeon Master's Guide (2024) p. 265","description":"While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.\n\nSource:\tDungeon Master's Guide (2024) p. 265","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gold_dragon_scale_mail","title":"Gold Dragon Scale Mail","source":"Dungeon Master's Guide (2024) p. 254","description":"Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.\n\nWhile wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage.\n\nAdditionally, you can focus your senses as a Magic action to discern the distance and direction to the closest gold dragon within 30 miles of yourself. This action can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Fire"],"resist":["Fire"],"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greataxe_of_warning","title":"Greataxe of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatclub_of_warning","title":"Greatclub of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatsword_of_life_stealing","title":"Greatsword of Life Stealing","source":"Dungeon Master's Guide (2024) p. 314","description":"When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatsword_of_sharpness","title":"Greatsword of Sharpness","source":"Dungeon Master's Guide (2024) p. 314","description":"When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatsword_of_vengeance","title":"Greatsword of Vengeance","source":"Dungeon Master's Guide (2024) p. 206","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nCurse: This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.\n\nIn addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it.\n\nYou can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 206","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatsword_of_warning","title":"Greatsword of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"greatsword_of_wounding","title":"Greatsword of Wounding","source":"Dungeon Master's Guide (2024) p. 314","description":"When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6","Necrotic":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"green_dragon_scale_mail","title":"Green Dragon Scale Mail","source":"Dungeon Master's Guide (2024) p. 254","description":"Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.\n\nWhile wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Poison damage.\n\nAdditionally, you can focus your senses as a Magic action to discern the distance and direction to the closest green dragon within 30 miles of yourself. This action can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Poison"],"resist":["Poison"],"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hag_eye","title":"Hag Eye","source":"Dungeon Master's Guide (2024) p. 265","description":"A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily at dawn.\n\nCoven Sensor: The Hag Eye is usually entrusted to a hag's minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously.\n\nCreating a Hag Eye: Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can't perform it if one or more of them has the Incapacitated condition. 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Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":15,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Poison"],"resist":["Poison"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"half_plate_armor_of_psychic_resistance","title":"Half Plate Armor of Psychic Resistance","source":"Dungeon Master's Guide (2024) p. 231","description":"You have Resistance to Psychic damage while you wear this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 231","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":40,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":15,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Psychic"],"resist":["Psychic"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"half_plate_armor_of_radiant_resistance","title":"Half Plate Armor of Radiant Resistance","source":"Dungeon Master's Guide (2024) p. 231","description":"You have Resistance to Radiant damage while you wear this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 231","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":40,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":15,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Radiant"],"resist":["Radiant"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"half_plate_armor_of_thunder_resistance","title":"Half Plate Armor of Thunder Resistance","source":"Dungeon Master's Guide (2024) p. 231","description":"You have Resistance to Thunder damage while you wear this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 231","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":40,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":15,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Thunder"],"resist":["Thunder"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hand_crossbow_of_warning","title":"Hand Crossbow of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: bolt\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, hand crossbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Light, Loading, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":true,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hand_of_vecna","title":"Hand of Vecna","source":"Dungeon Master's Guide (2024) p. 259","description":"Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming a lich.\n\nA treacherous lieutenant named Kas brought Vecna's rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that still seek to work Vecna's will in the world.\n\nThe Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a shriveled left extremity.\n\nRandom Properties of the Eye and Hand. The Hand of Vecna has the following random properties:\n\n\t\u2022 1 minor beneficial property\n\t\u2022 1 major beneficial property\n\t\u2022 1 minor detrimental property\n\nAttuning to the Hand: To attune to the hand, you must press it against the stump where your left hand was. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.\n\nProperties of the Hand: When you are attuned to the hand, your alignment is Neutral Evil, and you gain the following benefits:\n\nGreat Strength: Your Strength becomes 20 unless it is already 20 or higher.\n\nIcy Touch: Any melee spell attack you make with the hand and any melee attack made with a weapon held by it deals an extra 2d8 Cold damage on a hit.\n\nSpellcasting: The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna Spells table from the hand (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from it, the hand casts Suggestion on you (save DC 18; no Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.\n\nSpell | Charge Cost\nFinger of Death | 5\nSleep | 1\nSlow | 2\nTeleport | 3\n\nDestroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed. Any other attempt to destroy the eye or hand seems to work, but the Artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.\n\nSource:\tDungeon Master's Guide (2024) p. 259","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Cold":"1d4+4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"artifact","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":8,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"handaxe_of_warning","title":"Handaxe of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hat_of_disguise","title":"Hat of Disguise","source":"Dungeon Master's Guide (2024) p. 266","description":"While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.\n\nSource:\tDungeon Master's Guide (2024) p. 266","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hat_of_many_spells","title":"Hat of Many Spells","source":"Dungeon Master's Guide (2024) p. 266","description":"This pointed hat has the following properties.\n\nSpellcasting Focus: While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and \"pull\" the spell out of it.\n\nUnknown Spell: While holding the hat, you can try to cast a level 1+ spell you don't know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell using its normal casting time, and you can't use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table.\n\nAny spell you cast from the hat uses your spell save DC and spell attack bonus.\n\n1d100 | Effect\n01-50 | You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.\n51-55 | You have the Stunned condition until the end of your next turn, believing something awesome just happened.\n56-60 | A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.\n61-65 | You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.\n66-70 | You suffer a bout of \"magic sickness\" and have the Poisoned condition for 1 hour.\n71-75 | You have the Petrified condition until the end of your next turn.\n76-80 | You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.\n81-85 | A creature appears in an unoccupied space as close to you as possible. The creature isn't under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule.\n86-90 | A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you.\n91-95 | A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads.\n96-00 | You pull a magic item out of the hat. Roll 1d6 to determine the item's rarity: on a 1-3, Common; on a 4-5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it's not consumed or destroyed before then.\n\nSource:\tDungeon Master's Guide (2024) p. 266","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hat_of_vermin","title":"Hat of Vermin","source":"Dungeon Master's Guide (2024) p. 267","description":"This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat, a Frog, or a Rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is Indifferent toward you and other creatures, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 Hit Points. The hat regains all expended charges daily at dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 267","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hat_of_wizardry","title":"Hat of Wizardry","source":"Dungeon Master's Guide (2024) p. 267","description":"This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.\n\nSpellcasting Focus: You can use the hat as a Spellcasting Focus for your Wizard spells.\n\nUnknown Spell: As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest.\n\nSource:\tDungeon Master's Guide (2024) p. 267","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"headband_of_intellect","title":"Headband of Intellect","source":"Dungeon Master's Guide (2024) p. 268","description":"Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.\n\nSource:\tDungeon Master's Guide (2024) p. 268","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"heavy_crossbow_of_warning","title":"Heavy Crossbow of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: bolt\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, heavy crossbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Heavy, Loading, Two-Handed, Ranged (100/400)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":18,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":true,"range":"100/400","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"helm_of_brilliance","title":"Helm of Brilliance","source":"Dungeon Master's Guide (2024) p. 268","description":"This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.\n\nYou gain the following benefits while wearing the helm.\n\nDiamond Light: As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.\n\nFire Opal Flames: As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The fl ames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon.\n\nRuby Resistance: As long as the helm has at least one ruby, you have Resistance to Fire damage.\n\nSpells: You can cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.\n\nTaking Fire Damage: Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.\n\nSource:\tDungeon Master's Guide (2024) p. 268","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Fire"],"resist":["Fire"],"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"helm_of_comprehending_languages","title":"Helm of Comprehending Languages","source":"Dungeon Master's Guide (2024) p. 268","description":"While wearing this helm, you can cast Comprehend Languages from it.\n\nSource:\tDungeon Master's Guide (2024) p. 268","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"helm_of_telepathy","title":"Helm of Telepathy","source":"Dungeon Master's Guide (2024) p. 268","description":"While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 268","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"helm_of_teleportation","title":"Helm of Teleportation","source":"Dungeon Master's Guide (2024) p. 268","description":"This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. 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When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. 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When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_blowgun","title":"Holy Avenger Blowgun","source":"Dungeon Master's Guide (2024) p. 269","description":"Ammo: needle\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, blowgun\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Ammunition, Loading, Ranged (25/100)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"needle","martialWeapon":true,"originalDamageFormula":"1","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"25/100","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_club","title":"Holy Avenger Club","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_dagger","title":"Holy Avenger Dagger","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_dart","title":"Holy Avenger Dart","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dart\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Finesse, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0.25,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d4","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_double-bladed_scimitar","title":"Holy Avenger Double-Bladed Scimitar","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSpecial: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, double-bladed scimitar\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Special, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d4","Radiant":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_flail","title":"Holy Avenger Flail","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_glaive","title":"Holy Avenger Glaive","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_greataxe","title":"Holy Avenger Greataxe","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_greatclub","title":"Holy Avenger Greatclub","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_greatsword","title":"Holy Avenger Greatsword","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_halberd","title":"Holy Avenger Halberd","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_hand_crossbow","title":"Holy Avenger Hand Crossbow","source":"Dungeon Master's Guide (2024) p. 269","description":"Ammo: bolt\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, hand crossbow\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Ammunition, Light, Loading, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":true,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_handaxe","title":"Holy Avenger Handaxe","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_heavy_crossbow","title":"Holy Avenger Heavy Crossbow","source":"Dungeon Master's Guide (2024) p. 269","description":"Ammo: bolt\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, heavy crossbow\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Ammunition, Heavy, Loading, Two-Handed, Ranged (100/400)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":18,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":true,"range":"100/400","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_hunting_rifle","title":"Holy Avenger Hunting Rifle","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d10","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_javelin","title":"Holy Avenger Javelin","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_lance","title":"Holy Avenger Lance","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nA Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_laser_pistol","title":"Holy Avenger Laser Pistol","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_laser_rifle","title":"Holy Avenger Laser Rifle","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (100/300)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"100/300","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_light_crossbow","title":"Holy Avenger Light Crossbow","source":"Dungeon Master's Guide (2024) p. 269","description":"Ammo: bolt\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, light crossbow\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Ammunition, Loading, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_light_hammer","title":"Holy Avenger Light Hammer","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, light hammer\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_longbow","title":"Holy Avenger Longbow","source":"Dungeon Master's Guide (2024) p. 269","description":"Ammo: arrow\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, longbow\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Ammunition, Heavy, Two-Handed, Ranged (150/600)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":"150/600","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_longsword","title":"Holy Avenger Longsword","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_mace","title":"Holy Avenger Mace","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_maul","title":"Holy Avenger Maul","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_morningstar","title":"Holy Avenger Morningstar","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_musket","title":"Holy Avenger Musket","source":"Dungeon Master's Guide (2024) p. 269","description":"Ammo: firearm bullet\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d12","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_pike","title":"Holy Avenger Pike","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, pike\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":18,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_pistol","title":"Holy Avenger Pistol","source":"Dungeon Master's Guide (2024) p. 269","description":"Ammo: firearm bullet\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Ammunition, Loading, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_quarterstaff","title":"Holy Avenger Quarterstaff","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"legendary","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_rapier","title":"Holy Avenger Rapier","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_revolver","title":"Holy Avenger Revolver","source":"Dungeon Master's Guide (2024) p. 269","description":"Ammo: firearm bullet\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_scimitar","title":"Holy Avenger Scimitar","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_semiautomatic_pistol","title":"Holy Avenger Semiautomatic Pistol","source":"Dungeon Master's Guide (2024) p. 269","description":"Ammo: firearm bullet\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Ammunition, Loading, Ranged (50/150)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d6","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"50/150","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_shortbow","title":"Holy Avenger Shortbow","source":"Dungeon Master's Guide (2024) p. 269","description":"Ammo: arrow\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, shortbow\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Ammunition, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_shortsword","title":"Holy Avenger Shortsword","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_shotgun","title":"Holy Avenger Shotgun","source":"Dungeon Master's Guide (2024) p. 269","description":"Ammo: firearm bullet\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_sickle","title":"Holy Avenger Sickle","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_sling","title":"Holy Avenger Sling","source":"Dungeon Master's Guide (2024) p. 269","description":"Ammo: sling bullet\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nProficiency: simple, sling\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Ammunition, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ranged Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"sling bullet","martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_spear","title":"Holy Avenger Spear","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_staff","title":"Holy Avenger Staff","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Bludgeoning":"1d6","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_trident","title":"Holy Avenger Trident","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_war_pick","title":"Holy Avenger War Pick","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_warhammer","title":"Holy Avenger Warhammer","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_whip","title":"Holy Avenger Whip","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4","Radiant":"2d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"holy_avenger_wooden_staff","title":"Holy Avenger Wooden Staff","source":"Dungeon Master's Guide (2024) p. 269","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.\n\tWhile you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 269","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Bludgeoning":"1d6","Radiant":"2d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"horn_of_blasting","title":"Horn of Blasting","source":"Dungeon Master's Guide (2024) p. 270","description":"You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage.\n\nEach use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.\n\nSource:\tDungeon Master's Guide (2024) p. 270","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Thunder":"10d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"horn_of_silent_alarm","title":"Horn of Silent Alarm","source":"Dungeon Master's Guide (2024) p. 270","description":"This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn's blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.\n\nSource:\tDungeon Master's Guide (2024) p. 270","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":4,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"horn_of_valhalla","title":"Horn of Valhalla","source":"Dungeon Master's Guide (2024) p. 270","description":"You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed.\n\nFour types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn's type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you.\n\nIf you meet the requirement, they are Friendly to you and your allies and follow your commands.\n\n1d100 | Horn Type | Spirits | Requirement\n01-40 | Horn of Valhalla, Silver | 2 | None\n41-75 | Horn of Valhalla, Brass | 3 | Proficiency with all Simple weapons\n76-90 | Horn of Valhalla, Bronze | 4 | Training with all Medium armor\n91-00 | Horn of Valhalla, Iron | 5 | Proficiency with all Martial weapons\n\nSource:\tDungeon Master's Guide (2024) p. 270","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"varies","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"horseshoes_of_a_zephyr","title":"Horseshoes of a Zephyr","source":"Dungeon Master's Guide (2024) p. 270","description":"These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action.\n\nWhile all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel.\n\nSource:\tDungeon Master's Guide (2024) p. 270","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"horseshoes_of_speed","title":"Horseshoes of Speed","source":"Dungeon Master's Guide (2024) p. 270","description":"These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action.\n\nWhile all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.\n\nSource:\tDungeon Master's Guide (2024) p. 270","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hunting_rifle_of_warning","title":"Hunting Rifle of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"immovable_rod","title":"Immovable Rod","source":"Dungeon Master's Guide (2024) p. 270","description":"This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.\n\nSource:\tDungeon Master's Guide (2024) p. 270","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Rod","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"instrument_of_illusions","title":"Instrument of Illusions","source":"Dungeon Master's Guide (2024) p. 271","description":"While you are playing this musical instrument, you can take a Magic action to create harmless, illusory visual effects within a 5-foot Emanation originating from the instrument. If you are a Bard, the size of the Emanation increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.\n\nSource:\tDungeon Master's Guide (2024) p. 271","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"instrument_of_scribing","title":"Instrument of Scribing","source":"Dungeon Master's Guide (2024) p. 271","description":"This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours.\n\nSource:\tDungeon Master's Guide (2024) p. 271","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"instrument_of_the_bards,_anstruth_harp","title":"Instrument of the Bards, Anstruth Harp","source":"Dungeon Master's Guide (2024) p. 272","description":"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.\n\nYou can play Anstruth Harp to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Cure Wounds (level 5), Ice Storm, and Wall of Thorns. Once the Anstruth Harp has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nSource:\tDungeon Master's Guide (2024) p. 272","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Psychic":"2d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"instrument_of_the_bards,_canaith_mandolin","title":"Instrument of the Bards, Canaith Mandolin","source":"Dungeon Master's Guide (2024) p. 272","description":"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.\n\nYou can play the Canaith Mandolin to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Cure Wounds (level 3), Dispel Magic, and Protection from Energy (Lightning damage only). Once the Canaith Mandolin has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nSource:\tDungeon Master's Guide (2024) p. 272","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Lightning":"2d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"instrument_of_the_bards,_cli_lyre","title":"Instrument of the Bards, Cli Lyre","source":"Dungeon Master's Guide (2024) p. 272","description":"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.\n\nYou can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nSource:\tDungeon Master's Guide (2024) p. 272","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Psychic":"2d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"instrument_of_the_bards,_doss_lute","title":"Instrument of the Bards, Doss Lute","source":"Dungeon Master's Guide (2024) p. 272","description":"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.\n\nYou can play the Doss Lute to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), and Protection from Poison. Once the Doss Lute has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nSource:\tDungeon Master's Guide (2024) p. 272","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"2d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"instrument_of_the_bards,_fochlucan_bandore","title":"Instrument of the Bards, Fochlucan Bandore","source":"Dungeon Master's Guide (2024) p. 272","description":"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.\n\nYou can play the Fochlucan Bandore to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Entangle, Faerie Fire, Shillelagh, and Speak with Animals. Once the Fochlucan Bandore has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nSource:\tDungeon Master's Guide (2024) p. 272","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Psychic":"2d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"instrument_of_the_bards,_mac-fuirmidh_cittern","title":"Instrument of the Bards, Mac-Fuirmidh Cittern","source":"Dungeon Master's Guide (2024) p. 272","description":"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.\n\nYou can play the Mac-Fuirmidh Cittern to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Barkskin, Cure Wounds, and Fog Cloud. Once the Mac-Fuirmidh Cittern has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nSource:\tDungeon Master's Guide (2024) p. 272","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Psychic":"2d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"instrument_of_the_bards,_ollamh_harp","title":"Instrument of the Bards, Ollamh Harp","source":"Dungeon Master's Guide (2024) p. 272","description":"An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.\n\nYou can play the Ollamh Harp to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Confusion, Control Weather, and Fire Storm. Once the Ollamh Harp has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.\n\nSource:\tDungeon Master's Guide (2024) p. 272","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Psychic":"2d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_absorption","title":"Ioun Stone, Absorption","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nWhile this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_agility","title":"Ioun Stone, Agility","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nYour Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_awareness","title":"Ioun Stone, Awareness","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nWhile this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_fortitude","title":"Ioun Stone, Fortitude","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nYour Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_greater_absorption","title":"Ioun Stone, Greater Absorption","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nWhile this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 8 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_insight","title":"Ioun Stone, Insight","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nYour Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_intellect","title":"Ioun Stone, Intellect","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nYour Intelligence increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_leadership","title":"Ioun Stone, Leadership","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nYour Charisma increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_mastery","title":"Ioun Stone, Mastery","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nYour Proficiency Bonus increases by 1 while this pale green prism orbits your head.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_protection","title":"Ioun Stone, Protection","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nYou gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_regeneration","title":"Ioun Stone, Regeneration","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nYou regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1 Hit Point.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_reserve","title":"Ioun Stone, Reserve","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nThis vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the DM.\n\nAny creature can cast a spell of level 1 through 4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\n\nWhile this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_strength","title":"Ioun Stone, Strength","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nYour Strength increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ioun_stone,_sustenance","title":"Ioun Stone, Sustenance","source":"Dungeon Master's Guide (2024) p. 273","description":"Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.\n\nWhen you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.\n\nEach Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.\n\nAs a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.\n\nYou don't need to eat or drink while this clear spindle orbits your head.\n\nSource:\tDungeon Master's Guide (2024) p. 273","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"iron_bands_of_bilarro","title":"Iron Bands of Bilarro","source":"Dungeon Master's Guide (2024) p. 274","description":"This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands.\n\nMake a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.\n\nA creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed.\n\nOnce the bands are used, they can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 274","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"iron_flask","title":"Iron Flask","source":"Dungeon Master's Guide (2024) p. 274","description":"While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, eat, or drink.\n\nYou can take a Magic action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.\n\nAn Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on the following table (see the Monster Manual for the creature's stat block).\n\n1d100 | Contents\n01-50 | No creature\n51 | Arcanaloth\n52-54 | Bone Devil\n55-56 | Cambion\n57-58 | Dao\n59 | Deva\n60-61 | Djinni\n62-63 | Efreeti\n64-65 | Erinyes\n66-67 | Fomorian\n68 | Githyanki Knight\n69 | Githzerai Zerth\n70-71 | Glabrezu\n72-74 | Hezrou\n75 | Incubus\n76-77 | Invisible Stalker\n78-79 | Marid\n80 | Marilith\n81-82 | Mezzoloth\n83-84 | Nalfeshnee\n85-86 | Night Hag\n87-88 | Nycaloth\n89 | Planetar\n90-91 | Red Slaad\n92-93 | Salamander\n94 | Solar\n95 | Succubus\n96 | Ultroloth\n97-99 | Vrock\n00 | Xorn\n\nSource:\tDungeon Master's Guide (2024) p. 274","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"javelin_of_lightning","title":"Javelin of Lightning","source":"Dungeon Master's Guide (2024) p. 275","description":"Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage.\n\nLightning Bolt: When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until the next dawn.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 275","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Lightning":"4d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"javelin_of_warning","title":"Javelin of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"keoghtom's_ointment","title":"Keoghtom's Ointment","source":"Dungeon Master's Guide (2024) p. 275","description":"This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.\n\nAs a Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition.\n\nSource:\tDungeon Master's Guide (2024) p. 275","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d4+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lance_of_warning","title":"Lance of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nA Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lantern_of_revealing","title":"Lantern of Revealing","source":"Dungeon Master's Guide (2024) p. 275","description":"While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius.\n\nSource:\tDungeon Master's Guide (2024) p. 275","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"laser_pistol_of_warning","title":"Laser Pistol of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"3d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"laser_rifle_of_warning","title":"Laser Rifle of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (100/300)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"light_crossbow_of_warning","title":"Light Crossbow of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: bolt\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, light crossbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Ammunition, Loading, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"light_hammer_of_warning","title":"Light Hammer of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, light hammer\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lock_of_trickery","title":"Lock of Trickery","source":"Dungeon Master's Guide (2024) p. 275","description":"This lock appears to be an ordinary Lock (of the type described in chapter 6 of the Player's Handbook (2024)) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have Disadvantage.\n\nSource:\tDungeon Master's Guide (2024) p. 275","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longbow_of_warning","title":"Longbow of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: arrow\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, longbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Heavy, Two-Handed, Ranged (150/600)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":"150/600","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longsword_of_life_stealing","title":"Longsword of Life Stealing","source":"Dungeon Master's Guide (2024) p. 314","description":"When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longsword_of_sharpness","title":"Longsword of Sharpness","source":"Dungeon Master's Guide (2024) p. 314","description":"When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longsword_of_vengeance","title":"Longsword of Vengeance","source":"Dungeon Master's Guide (2024) p. 206","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nCurse: This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.\n\nIn addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it.\n\nYou can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 206","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longsword_of_warning","title":"Longsword of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"longsword_of_wounding","title":"Longsword of Wounding","source":"Dungeon Master's Guide (2024) p. 314","description":"When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Necrotic":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"luck_glaive","title":"Luck Glaive","source":"Dungeon Master's Guide (2024) p. 275","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.\n\nLuck: If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn.\n\nWish: The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 275","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Fire":"1d3"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":1,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"luck_greatsword","title":"Luck Greatsword","source":"Dungeon Master's Guide (2024) p. 275","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.\n\nLuck: If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn.\n\nWish: The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 275","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6","Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":1,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"luck_longsword","title":"Luck Longsword","source":"Dungeon Master's Guide (2024) p. 275","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.\n\nLuck: If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn.\n\nWish: The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 275","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":[],"bonusAc":null,"bonusSavingThrow":1,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"luck_rapier","title":"Luck Rapier","source":"Dungeon Master's Guide (2024) p. 275","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.\n\nLuck: If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn.\n\nWish: The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 275","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"1d3"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":1,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"luck_scimitar","title":"Luck Scimitar","source":"Dungeon Master's Guide (2024) p. 275","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.\n\nLuck: If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn.\n\nWish: The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 275","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Fire":"1d3"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":1,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"luck_shortsword","title":"Luck Shortsword","source":"Dungeon Master's Guide (2024) p. 275","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.\n\nLuck: If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn.\n\nWish: The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 275","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"1d3"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":1,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"luck_sickle","title":"Luck Sickle","source":"Dungeon Master's Guide (2024) p. 275","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.\n\nLuck: If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn.\n\nWish: The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 275","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4","Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":1,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lute_of_thunderous_thumping","title":"Lute of Thunderous Thumping","source":"Dungeon Master's Guide (2024) p. 275","description":"This reinforced lute can be wielded as a magic Club that deals an extra 2d8 Thunder damage on a hit.\n\nSing and Swing: If you're a Bard, you can use your Charisma modifier instead of your Strength modifier when making a melee attack roll with the lute, provided you sing or hum while making the attack.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 275","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Thunder":"2d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mace_of_disruption","title":"Mace of Disruption","source":"Dungeon Master's Guide (2024) p. 276","description":"When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.\n\nLight: While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 276","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Radiant":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mace_of_smiting","title":"Mace of Smiting","source":"Dungeon Master's Guide (2024) p. 276","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.\n\nWhen you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 276","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mace_of_terror","title":"Mace of Terror","source":"Dungeon Master's Guide (2024) p. 276","description":"This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 276","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mace_of_warning","title":"Mace of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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The armor can't heal anyone again until the next dawn.\n\nThe armor is decorated with fish and shell motifs.\n\nSource:\tDungeon Master's Guide (2024) p. 278","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Light Armor","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":11,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mariner's_padded_armor","title":"Mariner's Padded Armor","source":"Dungeon Master's Guide (2024) p. 278","description":"While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can't heal anyone again until the next dawn.\n\nThe armor is decorated with fish and shell motifs.\n\nSource:\tDungeon Master's Guide (2024) p. 278","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Light Armor","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":11,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mariner's_plate_armor","title":"Mariner's Plate Armor","source":"Dungeon Master's Guide (2024) p. 278","description":"While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can't heal anyone again until the next dawn.\n\nThe armor is decorated with fish and shell motifs.\n\nSource:\tDungeon Master's Guide (2024) p. 278","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":65,"type":"Heavy Armor","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":18,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mariner's_ring_mail","title":"Mariner's Ring Mail","source":"Dungeon Master's Guide (2024) p. 278","description":"While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can't heal anyone again until the next dawn.\n\nThe armor is decorated with fish and shell motifs.\n\nSource:\tDungeon Master's Guide (2024) p. 278","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":40,"type":"Heavy Armor","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mariner's_scale_mail","title":"Mariner's Scale Mail","source":"Dungeon Master's Guide (2024) p. 278","description":"While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can't heal anyone again until the next dawn.\n\nThe armor is decorated with fish and shell motifs.\n\nSource:\tDungeon Master's Guide (2024) p. 278","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mariner's_splint_armor","title":"Mariner's Splint Armor","source":"Dungeon Master's Guide (2024) p. 278","description":"While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can't heal anyone again until the next dawn.\n\nThe armor is decorated with fish and shell motifs.\n\nSource:\tDungeon Master's Guide (2024) p. 278","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":60,"type":"Heavy Armor","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":17,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mariner's_studded_leather_armor","title":"Mariner's Studded Leather Armor","source":"Dungeon Master's Guide (2024) p. 278","description":"While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can't heal anyone again until the next dawn.\n\nThe armor is decorated with fish and shell motifs.\n\nSource:\tDungeon Master's Guide (2024) p. 278","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":13,"type":"Light Armor","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":12,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"maul_of_thunderbolts","title":"Maul of Thunderbolts","source":"Dungeon Master's Guide (2024) p. 265","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\tThe weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had Thrown with a normal range of 20 feet and a long range of 60 feet.\n\tIf the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.\n\nGiant's Bane: While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits:\n\n\t\u2022 Giants' Bane: When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die.\n\n\t\u2022 Might of Giants: The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 265","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6","Fire":"1d4+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":5,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"maul_of_warning","title":"Maul of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"medallion_of_thoughts","title":"Medallion of Thoughts","source":"Dungeon Master's Guide (2024) p. 278","description":"The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 278","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":5,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mirror_of_life_trapping","title":"Mirror of Life Trapping","source":"Dungeon Master's Guide (2024) p. 278","description":"When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points.\n\nIf the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.\n\nAny creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. A creature that knows the mirror's nature makes the save with Advantage, and Constructs succeed on the save automatically.\n\nAn extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.\n\nIf the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.\n\nWhile within 5 feet of the mirror, you can take a Magic action to name one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate.\n\nIn a similar way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.\n\nPlacing the mirror inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.\n\nSource:\tDungeon Master's Guide (2024) p. 278","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":50,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mithral_breastplate","title":"Mithral Breastplate","source":"Dungeon Master's Guide (2024) p. 279","description":"Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.\n\nIf the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\n\nSource:\tDungeon Master's Guide (2024) p. 279","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":20,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mithral_chain_mail","title":"Mithral Chain Mail","source":"Dungeon Master's Guide (2024) p. 279","description":"Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.\n\nIf the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\n\nSource:\tDungeon Master's Guide (2024) p. 279","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":55,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":16,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":13},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mithral_chain_shirt","title":"Mithral Chain Shirt","source":"Dungeon Master's Guide (2024) p. 279","description":"Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.\n\nIf the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\n\nSource:\tDungeon Master's Guide (2024) p. 279","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":20,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":13,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mithral_half_plate_armor","title":"Mithral Half Plate Armor","source":"Dungeon Master's Guide (2024) p. 279","description":"Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.\n\nIf the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\n\nSource:\tDungeon Master's Guide (2024) p. 279","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":40,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":15,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mithral_plate_armor","title":"Mithral Plate Armor","source":"Dungeon Master's Guide (2024) p. 279","description":"Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.\n\nIf the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\n\nSource:\tDungeon Master's Guide (2024) p. 279","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":65,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":18,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mithral_ring_mail","title":"Mithral Ring Mail","source":"Dungeon Master's Guide (2024) p. 279","description":"Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.\n\nIf the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\n\nSource:\tDungeon Master's Guide (2024) p. 279","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":40,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mithral_scale_mail","title":"Mithral Scale Mail","source":"Dungeon Master's Guide (2024) p. 279","description":"Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.\n\nIf the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\n\nSource:\tDungeon Master's Guide (2024) p. 279","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mithral_splint_armor","title":"Mithral Splint Armor","source":"Dungeon Master's Guide (2024) p. 279","description":"Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.\n\nIf the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.\n\nSource:\tDungeon Master's Guide (2024) p. 279","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":60,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":17,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"moon-touched_double-bladed_scimitar","title":"Moon-Touched Double-Bladed Scimitar","source":"Dungeon Master's Guide (2024) p. 280","description":"In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.\n\nSpecial: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, double-bladed scimitar\nSource:\tDungeon Master's Guide (2024) p. 280","properties":"Martial, Special, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d4","Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"moon-touched_greatsword","title":"Moon-Touched Greatsword","source":"Dungeon Master's Guide (2024) p. 280","description":"In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 280","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"moon-touched_longsword","title":"Moon-Touched Longsword","source":"Dungeon Master's Guide (2024) p. 280","description":"In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 280","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"common","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"moon-touched_rapier","title":"Moon-Touched Rapier","source":"Dungeon Master's Guide (2024) p. 280","description":"In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 280","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"moon-touched_scimitar","title":"Moon-Touched Scimitar","source":"Dungeon Master's Guide (2024) p. 280","description":"In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 280","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"moon-touched_shortsword","title":"Moon-Touched Shortsword","source":"Dungeon Master's Guide (2024) p. 280","description":"In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 280","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"moonblade_greatsword","title":"Moonblade Greatsword","source":"Dungeon Master's Guide (2024) p. 279","description":"Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.\n\nEvery Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn't want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you're accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.\n\nA Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table.\n\nMinor Property: In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item's Minor Property table.\n\nSentience: A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.\n\nThe weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.\n\nPersonality: A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer's alignment differs from that of the weapon's or the bearer's goals later clash with the weapon's goals.\n\n1d100 | Property\n01-60 | Increase the weapon's bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.\n61-75 | When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.\n76-80 | The Moonblade gains Thrown with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack.\n81-85 | The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.\n86-95 | You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can't use this property again until you finish a Short or Long Rest.\n96-99 | The Moonblade has the properties of a Ring of Spell Storing.\n100 | You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don't already have one serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn't create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 279","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6","Force":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"legendary","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"moonblade_longsword","title":"Moonblade Longsword","source":"Dungeon Master's Guide (2024) p. 279","description":"Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.\n\nEvery Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn't want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you're accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.\n\nA Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table.\n\nMinor Property: In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item's Minor Property table.\n\nSentience: A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.\n\nThe weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.\n\nPersonality: A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer's alignment differs from that of the weapon's or the bearer's goals later clash with the weapon's goals.\n\n1d100 | Property\n01-60 | Increase the weapon's bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.\n61-75 | When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.\n76-80 | The Moonblade gains Thrown with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack.\n81-85 | The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.\n86-95 | You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can't use this property again until you finish a Short or Long Rest.\n96-99 | The Moonblade has the properties of a Ring of Spell Storing.\n100 | You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don't already have one serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn't create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 279","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Force":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"moonblade_rapier","title":"Moonblade Rapier","source":"Dungeon Master's Guide (2024) p. 279","description":"Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.\n\nEvery Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn't want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you're accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.\n\nA Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table.\n\nMinor Property: In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item's Minor Property table.\n\nSentience: A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.\n\nThe weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.\n\nPersonality: A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer's alignment differs from that of the weapon's or the bearer's goals later clash with the weapon's goals.\n\n1d100 | Property\n01-60 | Increase the weapon's bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.\n61-75 | When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.\n76-80 | The Moonblade gains Thrown with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack.\n81-85 | The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.\n86-95 | You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can't use this property again until you finish a Short or Long Rest.\n96-99 | The Moonblade has the properties of a Ring of Spell Storing.\n100 | You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don't already have one serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn't create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 279","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Force":"1d6+1"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"moonblade_scimitar","title":"Moonblade Scimitar","source":"Dungeon Master's Guide (2024) p. 279","description":"Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.\n\nEvery Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn't want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you're accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.\n\nA Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table.\n\nMinor Property: In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item's Minor Property table.\n\nSentience: A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.\n\nThe weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.\n\nPersonality: A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer's alignment differs from that of the weapon's or the bearer's goals later clash with the weapon's goals.\n\n1d100 | Property\n01-60 | Increase the weapon's bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.\n61-75 | When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.\n76-80 | The Moonblade gains Thrown with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack.\n81-85 | The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.\n86-95 | You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can't use this property again until you finish a Short or Long Rest.\n96-99 | The Moonblade has the properties of a Ring of Spell Storing.\n100 | You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don't already have one serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn't create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 279","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Force":"1d6+1"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"moonblade_shortsword","title":"Moonblade Shortsword","source":"Dungeon Master's Guide (2024) p. 279","description":"Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.\n\nEvery Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn't want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you're accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.\n\nA Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table.\n\nMinor Property: In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item's Minor Property table.\n\nSentience: A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.\n\nThe weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.\n\nPersonality: A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer's alignment differs from that of the weapon's or the bearer's goals later clash with the weapon's goals.\n\n1d100 | Property\n01-60 | Increase the weapon's bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.\n61-75 | When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.\n76-80 | The Moonblade gains Thrown with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack.\n81-85 | The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.\n86-95 | You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can't use this property again until you finish a Short or Long Rest.\n96-99 | The Moonblade has the properties of a Ring of Spell Storing.\n100 | You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don't already have one serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn't create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 279","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Force":"1d6+1"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"morningstar_of_warning","title":"Morningstar of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"musket_of_warning","title":"Musket of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d12"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mystery_key","title":"Mystery Key","source":"Dungeon Master's Guide (2024) p. 280","description":"A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.\n\nSource:\tDungeon Master's Guide (2024) p. 280","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nature's_mantle","title":"Nature's Mantle","source":"Dungeon Master's Guide (2024) p. 280","description":"This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.\n\nWhile you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.\n\nSource:\tDungeon Master's Guide (2024) p. 280","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"necklace_of_adaptation","title":"Necklace of Adaptation","source":"Dungeon Master's Guide (2024) p. 280","description":"While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.\n\nSource:\tDungeon Master's Guide (2024) p. 280","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"necklace_of_fireballs","title":"Necklace of Fireballs","source":"Dungeon Master's Guide (2024) p. 280","description":"This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15).\n\nYou can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6).\n\nSource:\tDungeon Master's Guide (2024) p. 280","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d6+3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"necklace_of_prayer_beads","title":"Necklace of Prayer Beads","source":"Dungeon Master's Guide (2024) p. 281","description":"This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.\n\nSix types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.\n\n1d20 | Bead | Spell\n1-6 | Bead of Blessing | Bless\n7-12 | Bead of Curing | Cure Wounds (level 2 version)\n13-16 | Bead of Favor | Greater Restoration\n17-18 | Bead of Smiting | Shining Smite\n19 | Bead of Summons | Guardian of Faith\n20 | Bead of Wind Walking | Wind Walk\n\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d4+2"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"needle_of_slaying","title":"Needle of Slaying","source":"Dungeon Master's Guide (2024) p. 228","description":"This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n1d100 |\tCreature Type\n01-10 | Aberrations\n11-15 | Beasts\n16-20 | Celestials\n21-25 | Constructs\n26-35 | Dragons\n36-45 | Elementals\n46-50 | Humanoids\n51-60 | Fey\n61-70 | Fiends\n71-75 | Giants\n76-80 | Monstrosities\n81-85 | Oozes\n86-90 | Plants\n91-00 | Undead\n\nBlowgun needles are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nNeedles are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.02,"type":"Ammunition","hitBonus":null,"damages":{"Force":"6d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_antimatter_rifle","title":"Nine Lives Stealer Antimatter Rifle","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (120/360)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Necromancy":"6d8","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"6d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"120/360","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_automatic_rifle","title":"Nine Lives Stealer Automatic Rifle","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_battleaxe","title":"Nine Lives Stealer Battleaxe","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_blowgun","title":"Nine Lives Stealer Blowgun","source":"Dungeon Master's Guide (2024) p. 281","description":"Ammo: needle\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, blowgun\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Loading, Ranged (25/100)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"needle","martialWeapon":true,"originalDamageFormula":"1","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"25/100","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_club","title":"Nine Lives Stealer Club","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_dagger","title":"Nine Lives Stealer Dagger","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_dart","title":"Nine Lives Stealer Dart","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dart\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Finesse, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0.25,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d4","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_double-bladed_scimitar","title":"Nine Lives Stealer Double-Bladed Scimitar","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSpecial: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, double-bladed scimitar\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Special, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d4","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_flail","title":"Nine Lives Stealer Flail","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_glaive","title":"Nine Lives Stealer Glaive","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_greataxe","title":"Nine Lives Stealer Greataxe","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_greatclub","title":"Nine Lives Stealer Greatclub","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_greatsword","title":"Nine Lives Stealer Greatsword","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_halberd","title":"Nine Lives Stealer Halberd","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_hand_crossbow","title":"Nine Lives Stealer Hand Crossbow","source":"Dungeon Master's Guide (2024) p. 281","description":"Ammo: bolt\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, hand crossbow\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Light, Loading, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":true,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_handaxe","title":"Nine Lives Stealer Handaxe","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_heavy_crossbow","title":"Nine Lives Stealer Heavy Crossbow","source":"Dungeon Master's Guide (2024) p. 281","description":"Ammo: bolt\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, heavy crossbow\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Heavy, Loading, Two-Handed, Ranged (100/400)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":18,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":true,"range":"100/400","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_hunting_rifle","title":"Nine Lives Stealer Hunting Rifle","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d10","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_javelin","title":"Nine Lives Stealer Javelin","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_lance","title":"Nine Lives Stealer Lance","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nA Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_laser_pistol","title":"Nine Lives Stealer Laser Pistol","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d6","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_laser_rifle","title":"Nine Lives Stealer Laser Rifle","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (100/300)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d8","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"100/300","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_light_crossbow","title":"Nine Lives Stealer Light Crossbow","source":"Dungeon Master's Guide (2024) p. 281","description":"Ammo: bolt\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, light crossbow\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Ammunition, Loading, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_light_hammer","title":"Nine Lives Stealer Light Hammer","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, light hammer\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_longbow","title":"Nine Lives Stealer Longbow","source":"Dungeon Master's Guide (2024) p. 281","description":"Ammo: arrow\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, longbow\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Heavy, Two-Handed, Ranged (150/600)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":"150/600","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_longsword","title":"Nine Lives Stealer Longsword","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_mace","title":"Nine Lives Stealer Mace","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_maul","title":"Nine Lives Stealer Maul","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_morningstar","title":"Nine Lives Stealer Morningstar","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_musket","title":"Nine Lives Stealer Musket","source":"Dungeon Master's Guide (2024) p. 281","description":"Ammo: firearm bullet\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d12","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_pike","title":"Nine Lives Stealer Pike","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, pike\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":18,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_pistol","title":"Nine Lives Stealer Pistol","source":"Dungeon Master's Guide (2024) p. 281","description":"Ammo: firearm bullet\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Loading, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_quarterstaff","title":"Nine Lives Stealer Quarterstaff","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_rapier","title":"Nine Lives Stealer Rapier","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_revolver","title":"Nine Lives Stealer Revolver","source":"Dungeon Master's Guide (2024) p. 281","description":"Ammo: firearm bullet\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_scimitar","title":"Nine Lives Stealer Scimitar","source":"Dungeon Master's Guide (2024) p. 281","description":"Ammo: firearm bullet\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_semiautomatic_pistol","title":"Nine Lives Stealer Semiautomatic Pistol","source":"Dungeon Master's Guide (2024) p. 281","description":"Ammo: firearm bullet\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Loading, Ranged (50/150)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d6","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"50/150","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_shortbow","title":"Nine Lives Stealer Shortbow","source":"Dungeon Master's Guide (2024) p. 281","description":"Ammo: arrow\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, shortbow\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Ammunition, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_shortsword","title":"Nine Lives Stealer Shortsword","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_shotgun","title":"Nine Lives Stealer Shotgun","source":"Dungeon Master's Guide (2024) p. 281","description":"Ammo: firearm bullet\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_sickle","title":"Nine Lives Stealer Sickle","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_sling","title":"Nine Lives Stealer Sling","source":"Dungeon Master's Guide (2024) p. 281","description":"Ammo: sling bullet\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nProficiency: simple, sling\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Ammunition, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ranged Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"sling bullet","martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_spear","title":"Nine Lives Stealer Spear","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_staff","title":"Nine Lives Stealer Staff","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_trident","title":"Nine Lives Stealer Trident","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_war_pick","title":"Nine Lives Stealer War Pick","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_warhammer","title":"Nine Lives Stealer Warhammer","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"very rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_whip","title":"Nine Lives Stealer Whip","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4","Fire":"1d8+1"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nine_lives_stealer_wooden_staff","title":"Nine Lives Stealer Wooden Staff","source":"Dungeon Master's Guide (2024) p. 281","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealing: The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"1d8+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nolzur's_marvelous_pigments","title":"Nolzur's Marvelous Pigments","source":"Dungeon Master's Guide (2024) p. 281","description":"This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted.\n\nWhen the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube.\n\nNo object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can't exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material.\n\nIf you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.\n\nSource:\tDungeon Master's Guide (2024) p. 281","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"oath_longbow","title":"Oath Longbow","source":"Dungeon Master's Guide (2024) p. 282","description":"Ammo: arrow\n\nWhen you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can utter or sign the following command words: \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.\n\nWhen you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.\n\nWhile your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, longbow\nSource:\tDungeon Master's Guide (2024) p. 282","properties":"Martial, Ammunition, Heavy, Two-Handed, Ranged (150/600)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":"150/600","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"oath_shortbow","title":"Oath Shortbow","source":"Dungeon Master's Guide (2024) p. 282","description":"Ammo: arrow\n\nWhen you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can utter or sign the following command words: \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.\n\nWhen you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.\n\nWhile your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, shortbow\nSource:\tDungeon Master's Guide (2024) p. 282","properties":"Ammunition, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"oil_of_etherealness","title":"Oil of Etherealness","source":"Dungeon Master's Guide (2024) p. 282","description":"One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.\n\nBeads of this cloudy, gray oil form on the outside of its container and quickly evaporate.\n\nSource:\tDungeon Master's Guide (2024) p. 282","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Potion","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"oil_of_sharpness","title":"Oil of Sharpness","source":"Dungeon Master's Guide (2024) p. 282","description":"One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition.\n\nThis clear, gelatinous oil sparkles with tiny, ultrathin silver shards.\n\nSource:\tDungeon Master's Guide (2024) p. 282","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Potion","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"oil_of_slipperiness","title":"Oil of Slipperiness","source":"Dungeon Master's Guide (2024) p. 283","description":"One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours.\n\nAlternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours.\n\nThis sticky, black unguent is thick and heavy, but it flows quickly when poured.\n\nSource:\tDungeon Master's Guide (2024) p. 283","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Potion","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"orb_of_direction","title":"Orb of Direction","source":"Dungeon Master's Guide (2024) p. 283","description":"This orb can be used as an Arcane Focus.\n\nWhile holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.\n\nSource:\tDungeon Master's Guide (2024) p. 283","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"orb_of_dragonkind","title":"Orb of Dragonkind","source":"Dungeon Master's Guide (2024) p. 283","description":"Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged five Orbs of Dragonkind to help defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\n\nAs the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some measure of control over dragons.\n\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those who try to wield an orb's magic but lack sufficient force of personality might find themselves under the orb's control.\n\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\n\nWhile attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain attuned to it.\n\nWhile you are Charmed by the orb, you can't voluntarily end your Attunement to it, and the orb casts Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the DM decides.\n\nRandom Properties: An Orb of Dragonkind has the following random properties:\n\n\t\u2022 2 minor beneficial properties\n\t\u2022 1 minor detrimental property\n\t\u2022 1 major detrimental property\n\nSpells: The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.\n\nSpell | Charge Cost\nCure Wounds (level 9 version) | 4\nDaylight | 1\nDeath Ward | 2\nDetect Magic | 0\nScrying (save DC 18) | 3\n\nCall Dragons: While you control the orb, you can take a Magic action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\n\nDestroying an Orb: An Orb of Dragonkind has AC 20 and is destroyed if it takes damage from a +3 Weapon or a Disintegrate spell. 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This property functions only on the Material Plane.\n\nSource:\tDungeon Master's Guide (2024) p. 284","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Wondrous 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The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.\n\nSource:\tDungeon Master's Guide (2024) p. 285","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pipes_of_haunting","title":"Pipes of Haunting","source":"Dungeon Master's Guide (2024) p. 285","description":"These pipes have 3 charges and regain 1d3 expended charges daily at dawn. 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A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.\n\nSource:\tDungeon Master's Guide (2024) p. 285","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pipes_of_the_sewers","title":"Pipes of the Sewers","source":"Dungeon Master's Guide (2024) p. 285","description":"While these pipes are on your person, ordinary rat and giant rat are Indifferent toward you and won't attack you unless you threaten or harm them.\n\nThe pipes have 3 charges and regain 1d3 expended charges daily at dawn. 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If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.\n\nSource:\tDungeon Master's Guide (2024) p. 285","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pistol_of_warning","title":"Pistol of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. 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During this time, you have Advantage on Strength (Athletics) checks to climb.\n\nThis potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.\n\nSource:\tDungeon Master's Guide (2024) p. 287","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Potion","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"potion_of_cloud_giant_strength","title":"Potion of Cloud Giant Strength","source":"Dungeon Master's Guide (2024) p. 288","description":"When you drink this potion, your Strength score changes to 27 for 1 hour. 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Shaking the bottle fails to interrupt this process.\n\nSource:\tDungeon Master's Guide (2024) p. 287","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Potion","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"potion_of_fire_breath","title":"Potion of Fire Breath","source":"Dungeon Master's Guide (2024) p. 187","description":"After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw, taking 4d6 Fire damage on a failed save or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.\n\nThis potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.\n\nSource:\tDungeon Master's Guide (2024) p. 187","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Potion","hitBonus":null,"damages":{"Fire":"4d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"potion_of_fire_giant_strength","title":"Potion of Fire Giant Strength","source":"Dungeon Master's Guide (2024) p. 288","description":"When you drink this potion, your Strength score changes to 25 for 1 hour. 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"potion_of_vitality","title":"Potion of Vitality","source":"Dungeon Master's Guide (2024) p. 289","description":"When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend.\n\nThis potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.\n\nSource:\tDungeon Master's Guide (2024) p. 289","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Potion","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"potion_of_water_breathing","title":"Potion of Water Breathing","source":"Dungeon Master's Guide (2024) p. 289","description":"You can breathe underwater for 24 hours after drinking this potion.\n\nThis potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.\n\nSource:\tDungeon Master's Guide (2024) p. 289","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Potion","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"prosthetic_limb","title":"Prosthetic Limb","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 132","description":"This magic item replaces a lost limb\u2014a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as a Magic action, and it can't be removed against your will while you are alive.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 132","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"quaal's_feather_token,_anchor","title":"Quaal's Feather Token, Anchor","source":"Dungeon Master's Guide (2024) p. 290","description":"This object looks like a feather.\n\nYou can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.\n\nSource:\tDungeon Master's Guide (2024) p. 290","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"quaal's_feather_token,_bird","title":"Quaal's Feather Token, Bird","source":"Dungeon Master's Guide (2024) p. 290","description":"This object looks like a feather.\n\nYou can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.\n\nSource:\tDungeon Master's Guide (2024) p. 290","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"quaal's_feather_token,_fan","title":"Quaal's Feather Token, Fan","source":"Dungeon Master's Guide (2024) p. 290","description":"This object looks like a feather.\n\nIf you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.\n\nSource:\tDungeon Master's Guide (2024) p. 290","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"quaal's_feather_token,_swan_boat","title":"Quaal's Feather Token, Swan Boat","source":"Dungeon Master's Guide (2024) p. 290","description":"This object looks like a feather.\n\nYou can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.\n\nSource:\tDungeon Master's Guide (2024) p. 290","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"quaal's_feather_token,_tree","title":"Quaal's Feather Token, Tree","source":"Dungeon Master's Guide (2024) p. 290","description":"This object looks like a feather.\n\nYou must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\nSource:\tDungeon Master's Guide (2024) p. 290","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"quaal's_feather_token,_whip","title":"Quaal's Feather Token, Whip","source":"Dungeon Master's Guide (2024) p. 290","description":"This object looks like a feather.\n\nYou can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.\n\nAs a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 290","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Force":"1d6+5"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"quarterstaff_of_the_acrobat","title":"Quarterstaff of the Acrobat","source":"Dungeon Master's Guide (2024) p. 291","description":"You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhile holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action.\n\nWhile holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.\n\nIn certain forms, the weapon has the following additional properties.\n\nAcrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks.\n\nAttack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can't use this property again until you finish a Short or Long Rest.\n\nRanged Weapon (Quarterstaff Form Only). This weapon has Thrown with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 291","properties":"Thrown, Versatile, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":5,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"quarterstaff_of_warning","title":"Quarterstaff of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"quiver_of_ehlonna","title":"Quiver of Ehlonna","source":"Dungeon Master's Guide (2024) p. 189","description":"Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrow, Bolt, or similar objects. The midsize compartment holds up to 18 Javelin or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaff, or Spear.\n\nYou can draw any item the quiver contains as if doing so from a regular quiver or scabbard.\n\nSource:\tDungeon Master's Guide (2024) p. 189","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rapier_of_life_stealing","title":"Rapier of Life Stealing","source":"Dungeon Master's Guide (2024) p. 314","description":"When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rapier_of_vengeance","title":"Rapier of Vengeance","source":"Dungeon Master's Guide (2024) p. 206","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nCurse: This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.\n\nIn addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it.\n\nYou can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 206","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rapier_of_warning","title":"Rapier of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rapier_of_wounding","title":"Rapier of Wounding","source":"Dungeon Master's Guide (2024) p. 314","description":"When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Necrotic":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"red_dragon_scale_mail","title":"Red Dragon Scale Mail","source":"Dungeon Master's Guide (2024) p. 254","description":"Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.\n\nWhile wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage.\n\nAdditionally, you can focus your senses as a Magic action to discern the distance and direction to the closest red dragon within 30 miles of yourself. This action can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Fire"],"resist":["Fire"],"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"revolver_of_warning","title":"Revolver of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_mail_of_thunder_resistance","title":"Ring Mail of Thunder Resistance","source":"Dungeon Master's Guide (2024) p. 231","description":"You have Resistance to Thunder damage while you wear this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 231","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":40,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Thunder"],"resist":["Thunder"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_acid_resistance","title":"Ring of Acid Resistance","source":"Dungeon Master's Guide (2024) p. 294","description":"You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.\n\nSource:\tDungeon Master's Guide (2024) p. 294","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Acid"],"resist":["Acid"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_animal_influence","title":"Ring of Animal Influence","source":"Dungeon Master's Guide (2024) p. 292","description":"This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it:\n\n\t\u2022 Animal Friendship\n\t\u2022 Fear (affects Beasts only)\n\t\u2022 Speak with Animals\n\nSource:\tDungeon Master's Guide (2024) p. 292","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_cold_resistance","title":"Ring of Cold Resistance","source":"Dungeon Master's Guide (2024) p. 294","description":"You have Resistance to Cold damage while wearing this ring. The ring is set with tourmaline.\n\nSource:\tDungeon Master's Guide (2024) p. 294","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Cold"],"resist":["Cold"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_djinni_summoning","title":"Ring of Djinni Summoning","source":"Dungeon Master's Guide (2024) p. 292","description":"While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points.\n\nWhile summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions.\n\nAfter the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.\n\nRings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.\n\nSource:\tDungeon Master's Guide (2024) p. 292","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_elemental_command_(air)","title":"Ring of Elemental Command (Air)","source":"Dungeon Master's Guide (2024) p. 292","description":"The Ring of Elemental Command (air) is linked to the Elemental Plane of Air. Every Ring of Elemental Command has the following two properties:\n\nElemental Bane: While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you.\n\nElemental Compulsion: While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn.\n\nElemental Focus: While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane:\n\nAir: You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover.\n\nSpellcasting: The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. A spell cast from the ring has a save DC of 18. Choose the spell from the following list: Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)\n\nSource:\tDungeon Master's Guide (2024) p. 292","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{"Lightning":"1d4+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"resistances":["Lightning"],"resist":["Lightning"],"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":5,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_elemental_command_(earth)","title":"Ring of Elemental Command (Earth)","source":"Dungeon Master's Guide (2024) p. 292","description":"The Ring of Elemental Command (earth) is linked to the Elemental Plane of Earth. Every Ring of Elemental Command has the following two properties:\n\nElemental Bane: While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you.\n\nElemental Compulsion: While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn.\n\nElemental Focus: While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane:\n\nEarth: You know Terran, and you have Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied.\n\nSpellcasting: The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. A spell cast from the ring has a save DC of 18. Choose the spell from the following list: Earthquake (5 charges), Stone Shape (2 charges), Stoneskin (3 charges), Wall of Stone (3 charges)\n\nSource:\tDungeon Master's Guide (2024) p. 292","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{"Acid":"1d4+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"resistances":["Acid"],"resist":["Acid"],"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":5,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_elemental_command_(fire)","title":"Ring of Elemental Command (Fire)","source":"Dungeon Master's Guide (2024) p. 292","description":"The Ring of Elemental Command (fire) is linked to the Elemental Plane of Fire. Every Ring of Elemental Command has the following two properties:\n\nElemental Bane: While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you.\n\nElemental Compulsion: While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn.\n\nElemental Focus: While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane:\n\nFire: You know Ignan, and you have Immunity to Fire damage.\n\nSpellcasting: The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. A spell cast from the ring has a save DC of 18. Choose the spell from the following list: Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges)\n\nSource:\tDungeon Master's Guide (2024) p. 292","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{"Fire":"1d4+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":5,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_elemental_command_(water)","title":"Ring of Elemental Command (Water)","source":"Dungeon Master's Guide (2024) p. 292","description":"The Ring of Elemental Command (water) is linked to the Elemental Plane of Water. Every Ring of Elemental Command has the following two properties:\n\nElemental Bane: While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you.\n\nElemental Compulsion: While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn.\n\nElemental Focus: While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane:\n\nWater: You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.\n\nSpellcasting: The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. A spell cast from the ring has a save DC of 18. Choose the spell from the following list: Create or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)\n\nSource:\tDungeon Master's Guide (2024) p. 292","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{"Fire":"1d4+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":5,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_evasion","title":"Ring of Evasion","source":"Dungeon Master's Guide (2024) p. 293","description":"This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.\n\nSource:\tDungeon Master's Guide (2024) p. 293","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_feather_falling","title":"Ring of Feather Falling","source":"Dungeon Master's Guide (2024) p. 293","description":"When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.\n\nSource:\tDungeon Master's Guide (2024) p. 293","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_fire_resistance","title":"Ring of Fire Resistance","source":"Dungeon Master's Guide (2024) p. 294","description":"You have Resistance to Fire damage while wearing this ring. The ring is set with garnet.\n\nSource:\tDungeon Master's Guide (2024) p. 294","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Fire"],"resist":["Fire"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_force_resistance","title":"Ring of Force Resistance","source":"Dungeon Master's Guide (2024) p. 294","description":"You have Resistance to Force damage while wearing this ring. The ring is set with sapphire.\n\nSource:\tDungeon Master's Guide (2024) p. 294","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Force"],"resist":["Force"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_free_action","title":"Ring of Free Action","source":"Dungeon Master's Guide (2024) p. 293","description":"While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.\n\nSource:\tDungeon Master's Guide (2024) p. 293","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_invisibility","title":"Ring of Invisibility","source":"Dungeon Master's Guide (2024) p. 293","description":"While wearing this ring, you can take a Magic action to give yourself the Invisible condition. 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The ring is set with citrine.\n\nSource:\tDungeon Master's Guide (2024) p. 294","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Lightning"],"resist":["Lightning"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_mind_shielding","title":"Ring of Mind Shielding","source":"Dungeon Master's Guide (2024) p. 293","description":"While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.\n\nYou can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.\n\nIf you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.\n\nSource:\tDungeon Master's Guide (2024) p. 293","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_necrotic_resistance","title":"Ring of Necrotic Resistance","source":"Dungeon Master's Guide (2024) p. 294","description":"You have Resistance to Necrotic damage while wearing this ring. The ring is set with jet.\n\nSource:\tDungeon Master's Guide (2024) p. 294","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Necrotic"],"resist":["Necrotic"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_poison_resistance","title":"Ring of Poison Resistance","source":"Dungeon Master's Guide (2024) p. 294","description":"You have Resistance to Poison damage while wearing this ring. The ring is set with amethyst.\n\nSource:\tDungeon Master's Guide (2024) p. 294","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Poison"],"resist":["Poison"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_protection","title":"Ring of Protection","source":"Dungeon Master's Guide (2024) p. 294","description":"You gain a +1 bonus to Armor Class and saving throws while wearing this ring.\n\nSource:\tDungeon Master's Guide (2024) p. 294","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":1,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_psychic_resistance","title":"Ring of Psychic Resistance","source":"Dungeon Master's Guide (2024) p. 294","description":"You have Resistance to Psychic damage while wearing this ring. The ring is set with jade.\n\nSource:\tDungeon Master's Guide (2024) p. 294","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Psychic"],"resist":["Psychic"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_radiant_resistance","title":"Ring of Radiant Resistance","source":"Dungeon Master's Guide (2024) p. 294","description":"You have Resistance to Radiant damage while wearing this ring. The ring is set with topaz.\n\nSource:\tDungeon Master's Guide (2024) p. 294","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Radiant"],"resist":["Radiant"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_regeneration","title":"Ring of Regeneration","source":"Dungeon Master's Guide (2024) p. 294","description":"While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.\n\nSource:\tDungeon Master's Guide (2024) p. 294","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{"Fire":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_shooting_stars","title":"Ring of Shooting Stars","source":"Dungeon Master's Guide (2024) p. 294","description":"You can cast Dancing Lights or Light from the ring.\n\nThe ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.\n\nFaerie Fire: You can expend 1 charge to cast Faerie Fire from the ring.\n\nLightning Spheres: You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.\n\nEach sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.\n\nAs a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.\n\nNumber of Spheres | Lightning Damage\n1 | 4d12\n2 | 5d4\n3 | 2d6\n4 | 2d4\n\nShooting Stars: You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.\n\nSource:\tDungeon Master's Guide (2024) p. 294","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{"Lightning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":6,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_spell_storing","title":"Ring of Spell Storing","source":"Dungeon Master's Guide (2024) p. 295","description":"This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.\n\nAny creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\n\nWhile wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.\n\nSource:\tDungeon Master's Guide (2024) p. 295","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{"Fire":"1d6-1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_spell_turning","title":"Ring of Spell Turning","source":"Dungeon Master's Guide (2024) p. 295","description":"While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC.\n\nSource:\tDungeon Master's Guide (2024) p. 295","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_swimming","title":"Ring of Swimming","source":"Dungeon Master's Guide (2024) p. 295","description":"You have a Swim Speed of 40 feet while wearing this ring.\n\nSource:\tDungeon Master's Guide (2024) p. 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_telekinesis","title":"Ring of Telekinesis","source":"Dungeon Master's Guide (2024) p. 295","description":"While wearing this ring, you can cast Telekinesis from it.\n\nSource:\tDungeon Master's Guide (2024) p. 295","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_the_ram","title":"Ring of the Ram","source":"Dungeon Master's Guide (2024) p. 296","description":"This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you.\n\nAlternatively, you can expend 1 to 3 of the ring's charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.\n\nSource:\tDungeon Master's Guide (2024) p. 296","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{"Force":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_three_wishes","title":"Ring of Three Wishes","source":"Dungeon Master's Guide (2024) p. 296","description":"While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes nonmagical when you use the last charge.\n\nSource:\tDungeon Master's Guide (2024) p. 296","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_thunder_resistance","title":"Ring of Thunder Resistance","source":"Dungeon Master's Guide (2024) p. 294","description":"You have Resistance to Thunder damage while wearing this ring. The ring is set with spinel.\n\nSource:\tDungeon Master's Guide (2024) p. 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_warmth","title":"Ring of Warmth","source":"Dungeon Master's Guide (2024) p. 296","description":"If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.\n\nIn addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.\n\nSource:\tDungeon Master's Guide (2024) p. 296","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{"Cold":"2d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_water_walking","title":"Ring of Water Walking","source":"Dungeon Master's Guide (2024) p. 296","description":"While wearing this ring, you cast Water Walk from it, targeting only yourself.\n\nSource:\tDungeon Master's Guide (2024) p. 296","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ring_of_x-ray_vision","title":"Ring of X-ray Vision","source":"Dungeon Master's Guide (2024) p. 296","description":"While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision.\n\nWhenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.\n\nSource:\tDungeon Master's Guide (2024) p. 296","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ring","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rival_coin","title":"Rival Coin","source":"Dungeon Master's Guide (2024) p. 296","description":"This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show Iggwilv on one side and  Mordenkainen on the other, or Venger on one side and  Tiamat on the other. One of these figures is on the \"heads\" side of the coin, the other on the \"tails\" side.\n\nThe coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on an even number) or tails (on an odd number). The roll also determines the effect:\n\nHeads: Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a failed save, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only.\n\nTails: You take 1d4 Psychic damage.\n\nSource:\tDungeon Master's Guide (2024) p. 296","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Psychic":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"robe_of_eyes","title":"Robe of Eyes","source":"Dungeon Master's Guide (2024) p. 297","description":"This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:\n\nAll-Around Vision: The robe gives you Advantage on Wisdom (Perception) checks that rely on sight.\n\nSpecial Senses: You have Darkvision and Truesight, both with a range of 120 feet.\n\nDrawbacks: A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.\n\nSource:\tDungeon Master's Guide (2024) p. 297","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"robe_of_scintillating_colors","title":"Robe of Scintillating Colors","source":"Dungeon Master's Guide (2024) p. 297","description":"This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.\n\nSource:\tDungeon Master's Guide (2024) p. 297","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"robe_of_stars","title":"Robe of Stars","source":"Dungeon Master's Guide (2024) p. 297","description":"This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.\n\nSix stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe.\n\nWhile you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space.\n\nSource:\tDungeon Master's Guide (2024) p. 297","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":1,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"robe_of_the_archmagi","title":"Robe of the Archmagi","source":"Dungeon Master's Guide (2024) p. 298","description":"This elegant garment is made from exquisite cloth and adorned with runes.\n\nYou gain these benefits while wearing the robe.\n\nArmor: If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier.\n\nMagic Resistance: You have Advantage on saving throws against spells and other magical effects.\n\nWar Mage: Your spell save DC and spell attack bonus each increase by 2.\n\nSource:\tDungeon Master's Guide (2024) p. 298","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"robe_of_useful_items","title":"Robe of Useful Items","source":"Dungeon Master's Guide (2024) p. 298","description":"This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.\n\nThe robe has two of each of the following patches:\n\n\t\u2022 Bullseye Lantern (filled and lit)\n\t\u2022 Dagger\n\t\u2022 Mirror\n\t\u2022 Pole\n\t\u2022 Rope (coiled)\n\t\u2022 Sack\n\nIn addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.\n\n1d100 | Patch\n01-08 | Bag of 100 GP\n09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP\n16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself\n23-30 | 10 gems worth 100 GP each\n31-44 | Wooden ladder (24 feet long)\n45-51 | Riding Horse with a Riding Saddle\n52-59 | Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself\n60-68 | 4 Potion of Healing\n69-75 | Rowboat (12 feet long)\n76-83 | Spell Scroll containing one spell of level 1, 2, or 3 (your choice)\n84-90 | 2 Mastiffs\n91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach\n97-00 | Portable Ram\n\nSource:\tDungeon Master's Guide (2024) p. 298","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"4d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rod_of_absorption","title":"Rod of Absorption","source":"Dungeon Master's Guide (2024) p. 299","description":"While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy\u2014not the spell itself\u2014is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.\n\nWhen you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored.\n\nIf you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot.\n\nA newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.\n\nSource:\tDungeon Master's Guide (2024) p. 299","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Rod","hitBonus":null,"damages":{"Fire":"1d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rod_of_alertness","title":"Rod of Alertness","source":"Dungeon Master's Guide (2024) p. 299","description":"This rod has the following properties.\n\nAlertness: While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls.\n\nSpells: While holding the rod, you can cast the following spells from it:\n\n\t\u2022 Detect Evil and Good\n\t\u2022 Detect Magic\n\t\u2022 Detect Poison and Disease\n\t\u2022 See Invisibility\n\nProtective Aura: As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light.\n\nThe rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 299","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Rod","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":1,"bonusSavingThrow":1,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rod_of_lordly_might","title":"Rod of Lordly Might","source":"Dungeon Master's Guide (2024) p. 300","description":"This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.\n\nButtons: You can press one of the following buttons as a Bonus Action; a button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form:\n\nButton 1: A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit.\n\nButton 2: The rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it.\n\nButton 3: The rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.\n\nButton 4: The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.\n\nButton 5: The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.\n\nButton 6: The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.\n\nDrain Life: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can't be used again until the next dawn.\n\nParalyze: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can't be used again until the next dawn.\n\nTerrify: While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 300","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rod_of_resurrection","title":"Rod of Resurrection","source":"Dungeon Master's Guide (2024) p. 301","description":"The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges).\n\nThe rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.\n\nSource:\tDungeon Master's Guide (2024) p. 301","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Rod","hitBonus":null,"damages":{"Fire":"1d20"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":5,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rod_of_rulership","title":"Rod of Rulership","source":"Dungeon Master's Guide (2024) p. 301","description":"You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. Once used, this property can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 301","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Rod","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rod_of_security","title":"Rod of Security","source":"Dungeon Master's Guide (2024) p. 301","description":"While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane.\n\nFor each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).\n\nWhen the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed.\n\nSource:\tDungeon Master's Guide (2024) p. 301","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Rod","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rope_of_climbing","title":"Rope of Climbing","source":"Dungeon Master's Guide (2024) p. 301","description":"This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\n\nIf you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.\n\nThe rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 301","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rope_of_entanglement","title":"Rope of Entanglement","source":"Dungeon Master's Guide (2024) p. 301","description":"This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).\n\nA target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space.\n\nThe rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 301","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rope_of_mending","title":"Rope of Mending","source":"Dungeon Master's Guide (2024) p. 302","description":"This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scale_mail_of_poison_resistance","title":"Scale Mail of Poison Resistance","source":"Dungeon Master's Guide (2024) p. 231","description":"You have Resistance to Poison damage while you wear this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 231","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Poison"],"resist":["Poison"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scale_mail_of_psychic_resistance","title":"Scale Mail of Psychic Resistance","source":"Dungeon Master's Guide (2024) p. 231","description":"You have Resistance to Psychic damage while you wear this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 231","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Psychic"],"resist":["Psychic"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scale_mail_of_radiant_resistance","title":"Scale Mail of Radiant Resistance","source":"Dungeon Master's Guide (2024) p. 231","description":"You have Resistance to Radiant damage while you wear this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 231","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Radiant"],"resist":["Radiant"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scale_mail_of_thunder_resistance","title":"Scale Mail of Thunder Resistance","source":"Dungeon Master's Guide (2024) p. 231","description":"You have Resistance to Thunder damage while you wear this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 231","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Thunder"],"resist":["Thunder"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scarab_of_protection","title":"Scarab of Protection","source":"Dungeon Master's Guide (2024) p. 302","description":"This beetle-shaped medallion provides three benefits while it is on your person.\n\nDefense: You gain a +1 bonus to Armor Class.\n\nPreservation: The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.\n\nSpell Resistance: You have Advantage on saving throws against spells.\n\nSource:\tDungeon Master's Guide (2024) p. 302","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":12,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scimitar_of_life_stealing","title":"Scimitar of Life Stealing","source":"Dungeon Master's Guide (2024) p. 314","description":"When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scimitar_of_sharpness","title":"Scimitar of Sharpness","source":"Dungeon Master's Guide (2024) p. 314","description":"When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scimitar_of_speed","title":"Scimitar of Speed","source":"Dungeon Master's Guide (2024) p. 302","description":"You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 302","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scimitar_of_vengeance","title":"Scimitar of Vengeance","source":"Dungeon Master's Guide (2024) p. 206","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nCurse: This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.\n\nIn addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it.\n\nYou can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 206","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scimitar_of_warning","title":"Scimitar of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scimitar_of_wounding","title":"Scimitar of Wounding","source":"Dungeon Master's Guide (2024) p. 314","description":"When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Necrotic":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scroll_of_protection","title":"Scroll of Protection","source":"Dungeon Master's Guide (2024) p. 302","description":"Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.\n\n1d100 | Creature Type\n01-10 | Scroll of Protection (Aberrations)\n11-15 | Scroll of Protection (Beasts)\n16-20 | Scroll of Protection (Celestials)\n21-25 | Scroll of Protection (Constructs)\n26-35 | Scroll of Protection (Dragons)\n36-45 | Scroll of Protection (Elementals)\n46-50 | Scroll of Protection (Humanoids)\n51-60 | Scroll of Protection (Fey)\n61-70 | Scroll of Protection (Fiends)\n71-75 | Scroll of Protection (Giants)\n76-80 | Scroll of Protection (Monstrosities)\n81-85 | Scroll of Protection (Oozes)\n86-90 | Scroll of Protection (Plants)\n91-00 | Scroll of Protection (Undead)\n\nUsing a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can't enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends.\n\nAs a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.\n\nSource:\tDungeon Master's Guide (2024) p. 302","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Scroll","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"scroll_of_titan_summoning","title":"Scroll of Titan Summoning","source":"Dungeon Master's Guide (2024) p. 303","description":"When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM picks a suitable titan or determines it randomly by rolling on the table below.\n\nThe titan is Hostile toward all other creatures and disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn't large enough to contain it, the summoning fails, and the scroll is wasted.\n\n1d100 | Titan\n01-15 | Scroll of Titan Summoning (Animal Lord)\n16-30 | Scroll of Titan Summoning (Blob of Annihilation)\n31-45 | Scroll of Titan Summoning (Colossus)\n46-60 | Scroll of Titan Summoning (Elemental Cataclysm)\n61-75 | Scroll of Titan Summoning (Empyrean)\n76-90 | Scroll of Titan Summoning (Kraken) (a kraken requires a body of water large enough to contain it, or the summoning fails and the scroll is wasted)\n91-100 | Scroll of Titan Summoning (Tarrasque)\n\nSource:\tDungeon Master's Guide (2024) p. 303","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Scroll","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"semiautomatic_pistol_of_warning","title":"Semiautomatic Pistol of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Ranged (50/150)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"50/150","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sending_stones","title":"Sending Stones","source":"Dungeon Master's Guide (2024) p. 303","description":"Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell.\n\nOnce Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.\n\nSource:\tDungeon Master's Guide (2024) p. 303","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sentinel_shield","title":"Sentinel Shield","source":"Dungeon Master's Guide (2024) p. 303","description":"While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.\n\nProficiency: shield\nSource:\tDungeon Master's Guide (2024) p. 303","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Shield","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":2,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shield_of_expression","title":"Shield of Expression","source":"Dungeon Master's Guide (2024) p. 303","description":"The front of this Shield is shaped in the likeness of a face. While bearing the Shield, you can take a Bonus Action to alter the face's expression.\n\nProficiency: shield\nSource:\tDungeon Master's Guide (2024) p. 303","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Shield","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":2,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shield_of_missile_attraction","title":"Shield of Missile Attraction","source":"Dungeon Master's Guide (2024) p. 304","description":"While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons.\n\nCurse: This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.\n\nProficiency: shield\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Shield","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":2,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shield_of_the_cavalier","title":"Shield of the Cavalier","source":"Dungeon Master's Guide (2024) p. 304","description":"While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC.\n\nThe Shield has the following additional properties that you can use while holding it.\n\nForceful Bash: When you take the Attack, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.\n\nProtective Field: As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn.\n\nProficiency: shield\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Shield","hitBonus":null,"damages":{"Force":"2d6+2"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":2,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":2,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shortbow_of_warning","title":"Shortbow of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: arrow\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, shortbow\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Ammunition, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shortsword_of_life_stealing","title":"Shortsword of Life Stealing","source":"Dungeon Master's Guide (2024) p. 314","description":"When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shortsword_of_vengeance","title":"Shortsword of Vengeance","source":"Dungeon Master's Guide (2024) p. 206","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nCurse: This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.\n\nIn addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it.\n\nYou can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 206","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shortsword_of_warning","title":"Shortsword of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shortsword_of_wounding","title":"Shortsword of Wounding","source":"Dungeon Master's Guide (2024) p. 314","description":"When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Necrotic":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shotgun_of_warning","title":"Shotgun of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: firearm bullet\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"uncommon","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sickle_of_warning","title":"Sickle of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silver_dragon_scale_mail","title":"Silver Dragon Scale Mail","source":"Dungeon Master's Guide (2024) p. 254","description":"Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.\n\nWhile wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Cold damage.\n\nAdditionally, you can focus your senses as a Magic action to discern the distance and direction to the closest silver dragon within 30 miles of yourself. This action can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Cold"],"resist":["Cold"],"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_antimatter_rifle","title":"Silvered Antimatter Rifle","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (120/360)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Necromancy":"6d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"6d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"120/360","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_automatic_rifle","title":"Silvered Automatic Rifle","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_battleaxe","title":"Silvered Battleaxe","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"common","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_blowgun","title":"Silvered Blowgun","source":"Dungeon Master's Guide (2024) p. 304","description":"Ammo: needle\n\nAn alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, blowgun\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Loading, Ranged (25/100)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"needle","martialWeapon":true,"originalDamageFormula":"1","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"25/100","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_club","title":"Silvered Club","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_dagger","title":"Silvered Dagger","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_dart","title":"Silvered Dart","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dart\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Finesse, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.25,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_double-bladed_scimitar","title":"Silvered Double-Bladed Scimitar","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSpecial: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, double-bladed scimitar\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Special, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d4","Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_flail","title":"Silvered Flail","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_glaive","title":"Silvered Glaive","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_greataxe","title":"Silvered Greataxe","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d12"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_greatclub","title":"Silvered Greatclub","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_greatsword","title":"Silvered Greatsword","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_halberd","title":"Silvered Halberd","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_hand_crossbow","title":"Silvered Hand Crossbow","source":"Dungeon Master's Guide (2024) p. 304","description":"Ammo: bolt\n\nAn alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, hand crossbow\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Light, Loading, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":true,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_handaxe","title":"Silvered Handaxe","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_heavy_crossbow","title":"Silvered Heavy Crossbow","source":"Dungeon Master's Guide (2024) p. 304","description":"Ammo: bolt\n\nAn alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, heavy crossbow\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Heavy, Loading, Two-Handed, Ranged (100/400)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":true,"range":"100/400","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_hunting_rifle","title":"Silvered Hunting Rifle","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_javelin","title":"Silvered Javelin","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_lance","title":"Silvered Lance","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nA Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_laser_pistol","title":"Silvered Laser Pistol","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_laser_rifle","title":"Silvered Laser Rifle","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (100/300)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"100/300","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_light_crossbow","title":"Silvered Light Crossbow","source":"Dungeon Master's Guide (2024) p. 304","description":"Ammo: bolt\n\nAn alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, light crossbow\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Ammunition, Loading, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_light_hammer","title":"Silvered Light Hammer","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, light hammer\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_longbow","title":"Silvered Longbow","source":"Dungeon Master's Guide (2024) p. 304","description":"Ammo: arrow\n\nAn alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, longbow\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Heavy, Two-Handed, Ranged (150/600)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":"150/600","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_longsword","title":"Silvered Longsword","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"common","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_mace","title":"Silvered Mace","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_maul","title":"Silvered Maul","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_morningstar","title":"Silvered Morningstar","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_musket","title":"Silvered Musket","source":"Dungeon Master's Guide (2024) p. 304","description":"Ammo: firearm bullet\n\nAn alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d12"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_pike","title":"Silvered Pike","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, pike\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_pistol","title":"Silvered Pistol","source":"Dungeon Master's Guide (2024) p. 304","description":"Ammo: firearm bullet\n\nAn alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Loading, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_quarterstaff","title":"Silvered Quarterstaff","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"common","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_rapier","title":"Silvered Rapier","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_revolver","title":"Silvered Revolver","source":"Dungeon Master's Guide (2024) p. 304","description":"Ammo: firearm bullet\n\nAn alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_scimitar","title":"Silvered Scimitar","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_semiautomatic_pistol","title":"Silvered Semiautomatic Pistol","source":"Dungeon Master's Guide (2024) p. 304","description":"Ammo: firearm bullet\n\nAn alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Loading, Ranged (50/150)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"50/150","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_shortbow","title":"Silvered Shortbow","source":"Dungeon Master's Guide (2024) p. 304","description":"Ammo: arrow\n\nAn alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, shortbow\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Ammunition, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_shortsword","title":"Silvered Shortsword","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_shotgun","title":"Silvered Shotgun","source":"Dungeon Master's Guide (2024) p. 304","description":"Ammo: firearm bullet\n\nAn alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"common","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_sickle","title":"Silvered Sickle","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_sling","title":"Silvered Sling","source":"Dungeon Master's Guide (2024) p. 304","description":"Ammo: sling bullet\n\nAn alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nProficiency: simple, sling\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Ammunition, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Ranged Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"sling bullet","martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_spear","title":"Silvered Spear","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"common","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_staff","title":"Silvered Staff","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_trident","title":"Silvered Trident","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"common","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_war_pick","title":"Silvered War Pick","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"common","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_warhammer","title":"Silvered Warhammer","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"common","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_whip","title":"Silvered Whip","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"silvered_wooden_staff","title":"Silvered Wooden Staff","source":"Dungeon Master's Guide (2024) p. 304","description":"An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sling_bullet_of_slaying","title":"Sling Bullet of Slaying","source":"Dungeon Master's Guide (2024) p. 228","description":"This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.\n\nAfter dealing its extra damage to a creature, the ammunition becomes nonmagical.\n\n1d100 |\tCreature Type\n01-10 | Aberrations\n11-15 | Beasts\n16-20 | Celestials\n21-25 | Constructs\n26-35 | Dragons\n36-45 | Elementals\n46-50 | Humanoids\n51-60 | Fey\n61-70 | Fiends\n71-75 | Giants\n76-80 | Monstrosities\n81-85 | Oozes\n86-90 | Plants\n91-00 | Undead\n\nSling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nSling Bullets are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 228","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.075,"type":"Ammunition","hitBonus":null,"damages":{"Force":"6d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sling_of_warning","title":"Sling of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"Ammo: sling bullet\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nProficiency: simple, sling\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Ammunition, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Ranged Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"sling bullet","martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"slippers_of_spider_climbing","title":"Slippers of Spider Climbing","source":"Dungeon Master's Guide (2024) p. 304","description":"While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.\n\nSource:\tDungeon Master's Guide (2024) p. 304","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces.\n\nOne ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell.\n\nSource:\tDungeon Master's Guide (2024) p. 305","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spear_of_warning","title":"Spear of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spell_scroll_(level_2)","title":"Spell Scroll (Level 2)","source":"Dungeon Master's Guide (2024) p. 305","description":"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\n\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 12 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\n\nIf the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5.\n\nCopying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 2 spell is copied in this way, the copier must succeed on a DC 12 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 305","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Scroll","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spell_scroll_(level_3)","title":"Spell Scroll (Level 3)","source":"Dungeon Master's Guide (2024) p. 305","description":"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\n\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 13 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\n\nIf the spell requires a saving throw or an attack roll, the spell save DC is 15, and the attack bonus is +7.\n\nCopying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 3 spell is copied in this way, the copier must succeed on a DC 13 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 305","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Scroll","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spell_scroll_(level_4)","title":"Spell Scroll (Level 4)","source":"Dungeon Master's Guide (2024) p. 305","description":"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\n\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 14 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\n\nIf the spell requires a saving throw or an attack roll, the spell save DC is 15, and the attack bonus is +7.\n\nCopying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 4 spell is copied in this way, the copier must succeed on a DC 14 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 305","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Scroll","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spell_scroll_(level_5)","title":"Spell Scroll (Level 5)","source":"Dungeon Master's Guide (2024) p. 305","description":"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\n\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 15 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\n\nIf the spell requires a saving throw or an attack roll, the spell save DC is 17, and the attack bonus is +9.\n\nCopying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 5 spell is copied in this way, the copier must succeed on a DC 15 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 305","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Scroll","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spell_scroll_(level_6)","title":"Spell Scroll (Level 6)","source":"Dungeon Master's Guide (2024) p. 305","description":"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\n\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 16 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\n\nIf the spell requires a saving throw or an attack roll, the spell save DC is 17, and the attack bonus is +9.\n\nCopying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 6 spell is copied in this way, the copier must succeed on a DC 16 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 305","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Scroll","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spell_scroll_(level_7)","title":"Spell Scroll (Level 7)","source":"Dungeon Master's Guide (2024) p. 305","description":"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\n\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 17 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\n\nIf the spell requires a saving throw or an attack roll, the spell save DC is 18, and the attack bonus is +10.\n\nCopying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 7 spell is copied in this way, the copier must succeed on a DC 17 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 305","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Scroll","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spell_scroll_(level_8)","title":"Spell Scroll (Level 8)","source":"Dungeon Master's Guide (2024) p. 305","description":"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\n\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 18 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\n\nIf the spell requires a saving throw or an attack roll, the spell save DC is 18, and the attack bonus is +10.\n\nCopying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 8 spell is copied in this way, the copier must succeed on a DC 18 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 305","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Scroll","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spell_scroll_(level_9)","title":"Spell Scroll (Level 9)","source":"Dungeon Master's Guide (2024) p. 305","description":"A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.\n\nIf the spell is on your spell list but of a higher level than you can normally cast, you make a DC 19 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.\n\nIf the spell requires a saving throw or an attack roll, the spell save DC is 19, and the attack bonus is +11.\n\nCopying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 9 spell is copied in this way, the copier must succeed on a DC 19 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 305","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Scroll","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spellguard_shield","title":"Spellguard Shield","source":"Dungeon Master's Guide (2024) p. 305","description":"While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.\n\nProficiency: shield\nSource:\tDungeon Master's Guide (2024) p. 305","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Shield","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":2,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphere_of_annihilation","title":"Sphere of Annihilation","source":"Dungeon Master's Guide (2024) p. 306","description":"This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\n\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage.\n\nControlling the Sphere: A Sphere of Annihilation is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under another creature's control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.\n\nWhile in control of the sphere, you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other physical remains.\n\nSphere Interactions: If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole), the DM determines randomly what happens using the following table.\n\n1d100 | Result\n01-50 | The sphere is destroyed.\n51-85 | The sphere moves through the portal or into the extradimensional space.\n86-00 | A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existence.\n\nSource:\tDungeon Master's Guide (2024) p. 306","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Force":"8d10"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spirit_board","title":"Spirit Board","source":"Dungeon Master's Guide (2024) p. 306","description":"This ornate wooden board has the letters of the Common alphabet printed on one side, alongside the words \"Yes\" and \"No\" and symbols representing \"Weal\" and \"Woe.\" The board comes with a heartshaped, wooden planchette. This planchette must be resting on the lettered side of the board for the board's magic to function.\n\nThis board has 3 charges and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you must expend to cast the spell. As you cast the spell, you call on the spirits of the dead to help guide the planchette across the board's surface, answering your questions by pointing to the letters or words on the board.\n\nSpell | Charge Cost\nAugury | 1\nCommune | 3\n\nSource:\tDungeon Master's Guide (2024) p. 306","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"splint_armor_of_acid_resistance","title":"Splint Armor of Acid Resistance","source":"Dungeon Master's Guide (2024) p. 231","description":"You have Resistance to Acid damage while you wear this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 231","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":60,"type":"Heavy Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":17,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":{"Strength":15},"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"resistances":["Acid"],"resist":["Acid"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"splint_armor_of_fire_resistance","title":"Splint Armor of Fire Resistance","source":"Dungeon Master's Guide (2024) p. 231","description":"You have Resistance to Fire damage while you wear this armor.\n\nSource:\tDungeon Master's Guide (2024) p. 231","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":60,"type":"Heavy 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It has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause it to create one of the following sounds, which can be heard out to 120 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.\n\nRegaining Charges: The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 307","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Fire":"1d6+4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":10,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_charming","title":"Staff of Charming","source":"Dungeon Master's Guide (2024) p. 307","description":"This staff has 10 charges. While holding the staff, you can use any of its properties:\n\nCast Spell: You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC.\n\nReflect Enchantment: If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.\n\nResist Enchantment: If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn.\n\nRegaining Charges: The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 307","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Fire":"1d8+2"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":"","attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":10,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_fire","title":"Staff of Fire","source":"Dungeon Master's Guide (2024) p. 307","description":"You have Resistance to Fire damage while you hold this staff.\n\nSpells: The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\n\nSpell | Charge Cost\nBurning Hands | 1\nFireball | 3\nWall of Fire | 4\n\nRegaining Charges: The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 307","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Fire":"1d6+4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Fire"],"resist":["Fire"],"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":10,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_flowers","title":"Staff of Flowers","source":"Dungeon Master's Guide (2024) p. 308","description":"This wooden staff has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of yourself, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.\n\nRegaining Charges: The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns into flower petals and is lost forever.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 308","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Fire":"1d6+4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":10,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_frost","title":"Staff of Frost","source":"Dungeon Master's Guide (2024) p. 308","description":"You have Resistance to Cold damage while you hold this staff.\n\nSpells: The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\n\nSpell | Charge Cost\nCone of Cold | 5\nFog Cloud | 1\nIce Storm | 4\nWall of Ice | 4\n\nRegaining Charges: The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 308","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Cold":"1d6+4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Cold"],"resist":["Cold"],"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":10,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_healing","title":"Staff of Healing","source":"Dungeon Master's Guide (2024) p. 308","description":"This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.\n\nSpell | Charge Cost\nCure Wounds | 1 charge per spell level (maximum 4 for a level 4 spell)\nLesser Restoration | 2\nMass Cure Wounds | 5\n\nRegaining Charges: The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 308","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Fire":"1d6+4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":10,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_power","title":"Staff of Power","source":"Dungeon Master's Guide (2024) p. 308","description":"This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.\n\nSpells: While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\n\nSpell | Charge Cost\nCone of Cold | 5\nFireball (level 5 version) | 5\nGlobe of Invulnerability | 6\nHold Monster | 5\nLevitate | 2\nLightning Bolt (level 5 version) | 5\nMagic Missile | 1\nRay of Enfeeblement | 1\nWall of Force | 5\n\nRegaining Charges: The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.\n\nRetributive Strike: You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 308","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Force":"2d8+4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":[],"bonusAc":2,"bonusSavingThrow":2,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":20,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_striking","title":"Staff of Striking","source":"Dungeon Master's Guide (2024) p. 309","description":"This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.\n\nThe staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.\n\nRegaining Charges: The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 309","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Force":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":10,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_swarming_insects","title":"Staff of Swarming Insects","source":"Dungeon Master's Guide (2024) p. 309","description":"This staff has 10 charges.\n\nInsect Cloud: While holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect.\n\nSpells: While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell.\n\nSpell | Charge Cost\nGiant Insect | 4\nInsect Plague | 5\n\nRegaining Charges: The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 309","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Fire":"1d6+4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":10,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_the_adder","title":"Staff of the Adder","source":"Dungeon Master's Guide (2024) p. 310","description":"As a Bonus Action, you can turn the head of this staff into that of an animate, venomous snake for 1 minute or revert the staff to its inanimate form.\n\nWhen you take the Attack action, you can make one of the attack rolls using the animated snake head, which has a reach of 5 feet. Apply your Proficiency Bonus and Wisdom modifier to the attack roll. On a hit, the target takes 1d6 Piercing damage and 3d6 Poison damage.\n\nThe snake head can be attacked while it is animate. It has AC 15, HP 20, and Immunity to Poison and Psychic damage. If the head drops to 0 Hit Points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost Hit Points when it reverts to its inanimate form.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 310","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Psychic":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_the_magi","title":"Staff of the Magi","source":"Dungeon Master's Guide (2024) p. 310","description":"This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.\n\nSpell Absorption: While holding the staff, you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).\n\nSpells: While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\n\nSpell | Charge Cost\nArcane Lock | 0\nConjure Elemental | 7\nDetect Magic | 0\nDispel Magic | 3\nEnlarge/Reduce | 0\nFireball (level 7 version) | 7\nFlaming Sphere | 2\nIce Storm | 4\nInvisibility | 2\nKnock | 2\nLight | 0\nLightning Bolt (level 7 version) | 7\nMage Hand | 0\nPasswall | 5\nPlane Shift | 7\nProtection from Evil and Good | 0\nTelekinesis | 5\nWall of Fire | 4\nWeb | 2\n\nRegaining Charges: The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges.\n\nRetributive Strike: You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of charges in the staff. On a successful save, a creature takes half as much damage.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 310","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Force":"4d6+2"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"legendary","useBothHands":false,"versatileDamage":"1d8","attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":50,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_the_python","title":"Staff of the Python","source":"Dungeon Master's Guide (2024) p. 311","description":"As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours.\n\nOn your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don't have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself.\n\nAs a Bonus Action, you can command the snake to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 311","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_the_woodlands","title":"Staff of the Woodlands","source":"Dungeon Master's Guide (2024) p. 311","description":"This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.\n\nSpells: While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.\n\nSpell | Charge Cost\nAnimal Friendship | 1\nAwaken | 5\nBarkskin | 2\nLocate Animals or Plants | 2\nPass without Trace | 2\nSpeak with Animals | 1\nSpeak with Plants | 3\nWall of Thorns | 6\n\nTree Form: You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff.\n\nRegaining Charges: The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 311","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":6,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_thunder_and_lightning","title":"Staff of Thunder and Lightning","source":"Dungeon Master's Guide (2024) p. 311","description":"This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can't be used again until the next dawn.\n\nLightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required).\n\nThunder: When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn.\n\nThunder and Lightning: Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.\n\nLightning Strike: You can take a Magic action to cause a bolt of lightning to leap from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one.\n\nThunderclap: You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 311","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Lightning":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"very rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"staff_of_warning","title":"Staff of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sun_blade","title":"Sun Blade","source":"Dungeon Master's Guide (2024) p. 312","description":"This item appears to be a sword hilt.\n\nBlade of Radiance: While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.\n\nSunlight: The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nSource:\tDungeon Master's Guide (2024) p. 312","properties":"Martial, Finesse, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Radiant":"1d8"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":2,"bonusWeaponHit":"2","bonusWeaponDamage":"2","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sword_of_answering","title":"Sword of Answering","source":"Dungeon Master's Guide (2024) p. 313","description":"You gain a +3 bonus to attack rolls and damage rolls made with this sword. In addition, while you hold the sword, you can take a Reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have Advantage on the attack roll, and any damage dealt with this special attack ignores any Immunity or Resistance the target has to that damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nSource:\tDungeon Master's Guide (2024) p. 313","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sword_of_kas","title":"Sword of Kas","source":"Dungeon Master's Guide (2024) p. 313","description":"Kas was a powerful warrior who served Vecna and whose loyalty was rewarded with this sword. As Kas's power grew, so did his hubris. The sword urged Kas to destroy Vecna and usurp his throne. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind.\n\nBloodthirst: The sword thirsts for blood. If the sword doesn't taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the sword's demand is met.\n\nMagic Weapon: You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead.\n\nRandom Properties: The sword has the following random properties:\n\n\t\u2022 1 minor beneficial property\n\t\u2022 1 major beneficial property\n\t\u2022 1 minor detrimental property\n\t\u2022 1 major detrimental property\n\nSpells: While the sword is on your person, you can cast the following spells (save DC 18) from it:\n\n\t\u2022 Call Lightning\n\t\u2022 Divine Word\n\t\u2022 Finger of Death\n\nOnce you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.\n\nSpirit of Kas: While the sword is on your person, you gain the following benefits:\n\nBattle Hunger: You add 1d10 to your Initiative rolls.\n\nBlade of Defense: When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.\n\nNecrotic Resistance: You have Resistance to Necrotic damage.\n\nSentience: The Sword of Kas is a sentient Chaotic Evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and Darkvision out to 120 feet.\n\nThe weapon communicates telepathically with its wielder and speaks Common.\n\nPersonality: The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the lich's works, and foiling his machinations all help to fulfill this goal.\n\nThe Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna.\n\nDestroying the Sword: A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the Wish property of those combined Artifacts to unmake the Sword of Kas, provided the sword is within 30 feet of the spell's caster. Upon casting Wish, the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nSource:\tDungeon Master's Guide (2024) p. 313","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Necrotic":"3d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"artifact","useBothHands":false,"versatileDamage":"1d10","resistances":["Necrotic"],"resist":["Necrotic"],"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sylvan_talon_dagger","title":"Sylvan Talon Dagger","source":"Dungeon Master's Guide (2024) p. 314","description":"While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.\n\nSecret Message: As a Magic action, you can use the weapon to cast Message. Once this property is used, it can't be used again until the next dawn.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sylvan_talon_rapier","title":"Sylvan Talon Rapier","source":"Dungeon Master's Guide (2024) p. 314","description":"While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.\n\nSecret Message: As a Magic action, you can use the weapon to cast Message. Once this property is used, it can't be used again until the next dawn.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sylvan_talon_scimitar","title":"Sylvan Talon Scimitar","source":"Dungeon Master's Guide (2024) p. 314","description":"While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.\n\nSecret Message: As a Magic action, you can use the weapon to cast Message. Once this property is used, it can't be used again until the next dawn.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sylvan_talon_shortsword","title":"Sylvan Talon Shortsword","source":"Dungeon Master's Guide (2024) p. 314","description":"While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.\n\nSecret Message: As a Magic action, you can use the weapon to cast Message. Once this property is used, it can't be used again until the next dawn.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sylvan_talon_sickle","title":"Sylvan Talon Sickle","source":"Dungeon Master's Guide (2024) p. 314","description":"While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.\n\nSecret Message: As a Magic action, you can use the weapon to cast Message. Once this property is used, it can't be used again until the next dawn.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sylvan_talon_spear","title":"Sylvan Talon Spear","source":"Dungeon Master's Guide (2024) p. 314","description":"While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.\n\nSecret Message: As a Magic action, you can use the weapon to cast Message. Once this property is used, it can't be used again until the next dawn.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"common","useBothHands":false,"versatileDamage":"1d8","attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"talisman_of_pure_good","title":"Talisman of Pure Good","source":"Dungeon Master's Guide (2024) p. 314","description":"This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman.\n\nHoly Symbol: You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.\n\nPure Rebuke: The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 314","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{"Radiant":"8d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":7,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"talisman_of_the_sphere","title":"Talisman of the Sphere","source":"Dungeon Master's Guide (2024) p. 315","description":"While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line.\n\nSource:\tDungeon Master's Guide (2024) p. 315","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"talisman_of_ultimate_evil","title":"Talisman of Ultimate Evil","source":"Dungeon Master's Guide (2024) p. 315","description":"This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman.\n\nHoly Symbol: You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.\n\nUltimate End: The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 315","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wondrous Item","hitBonus":null,"damages":{"Necrotic":"8d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":6,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"talking_doll","title":"Talking Doll","source":"Dungeon Master's Guide (2024) p. 315","description":"While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, \"I want a piece of candy.\" The doll's phrases are lost when your Attunement to the doll ends.\n\nSource:\tDungeon Master's Guide (2024) p. 315","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"tankard_of_sobriety","title":"Tankard of Sobriety","source":"Dungeon Master's Guide (2024) p. 315","description":"This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.\n\nSource:\tDungeon Master's Guide (2024) p. 315","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"tentacle_rod","title":"Tentacle Rod","source":"Dungeon Master's Guide (2024) p. 316","description":"This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.\n\nSource:\tDungeon Master's Guide (2024) p. 316","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Rod","hitBonus":null,"damages":{"Psychic":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"thunderous_greatclub","title":"Thunderous Greatclub","source":"Dungeon Master's Guide (2024) p. 316","description":"While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn or carried.\n\nThe weapon has the following additional properties.\n\nClap of Thunder: As a Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren't being worn or carried take 3d8 Thunder damage.\n\nEarthquake: As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the Prone condition. If that creature is also Concentrating, it must succeed on a DC 20 Constitution saving throw or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure's edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can't be used again until the next dawn.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 316","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Thunder":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"very rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"tome_of_clear_thought","title":"Tome of Clear Thought","source":"Dungeon Master's Guide (2024) p. 317","description":"This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\n\nSource:\tDungeon Master's Guide (2024) p. 317","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"tome_of_leadership_and_influence","title":"Tome of Leadership and Influence","source":"Dungeon Master's Guide (2024) p. 317","description":"This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\n\nSource:\tDungeon Master's Guide (2024) p. 317","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"tome_of_the_stilled_tongue","title":"Tome of the Stilled Tongue","source":"Dungeon Master's Guide (2024) p. 208","description":"This book has a desiccated tongue pinned to its front cover. Five of these tomes exist, and it's unknown which one is the original. The tongue on the first Tome of the Stilled Tongue belonged to a treacherous former servant of the lich Vecna. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank.\n\nWhile attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the tome can't be used again until the next dawn.\n\nOnly you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.\n\nVecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.\n\nSource:\tDungeon Master's Guide (2024) p. 208","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"tome_of_understanding","title":"Tome of Understanding","source":"Dungeon Master's Guide (2024) p. 317","description":"This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.\n\nSource:\tDungeon Master's Guide (2024) p. 317","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"trident_of_fish_command","title":"Trident of Fish Command","source":"Dungeon Master's Guide (2024) p. 317","description":"This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 317","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"trident_of_warning","title":"Trident of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"universal_solvent","title":"Universal Solvent","source":"Dungeon Master's Guide (2024) p. 318","description":"This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces.\n\nYou can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue.\n\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"veteran's_cane","title":"Veteran's Cane","source":"Dungeon Master's Guide (2024) p. 318","description":"As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.\n\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_antimatter_rifle","title":"Vicious Antimatter Rifle","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (120/360)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Necromancy":"6d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"6d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"120/360","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_automatic_rifle","title":"Vicious Automatic Rifle","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_battleaxe","title":"Vicious Battleaxe","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, battleaxe\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_blowgun","title":"Vicious Blowgun","source":"Dungeon Master's Guide (2024) p. 318","description":"Ammo: needle\n\nThis magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, blowgun\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Loading, Ranged (25/100)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"needle","martialWeapon":true,"originalDamageFormula":"1","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"25/100","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_club","title":"Vicious Club","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, club\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_dagger","title":"Vicious Dagger","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d4","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_dart","title":"Vicious Dart","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dart\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Finesse, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.25,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d4","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_double-bladed_scimitar","title":"Vicious Double-Bladed Scimitar","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSpecial: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, double-bladed scimitar\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Special, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d4","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_flail","title":"Vicious Flail","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, flail\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_glaive","title":"Vicious Glaive","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_greataxe","title":"Vicious Greataxe","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greataxe\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Melee Weapon","hitBonus":null,"damages":{"Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_greatclub","title":"Vicious Greatclub","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, greatclub\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_greatsword","title":"Vicious Greatsword","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_halberd","title":"Vicious Halberd","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nCleave (Mastery): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, halberd\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Cleave","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_hand_crossbow","title":"Vicious Hand Crossbow","source":"Dungeon Master's Guide (2024) p. 318","description":"Ammo: bolt\n\nThis magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, hand crossbow\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Light, Loading, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":true,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_handaxe","title":"Vicious Handaxe","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, handaxe\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_heavy_crossbow","title":"Vicious Heavy Crossbow","source":"Dungeon Master's Guide (2024) p. 318","description":"Ammo: bolt\n\nThis magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, heavy crossbow\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Heavy, Loading, Two-Handed, Ranged (100/400)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":true,"range":"100/400","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_hunting_rifle","title":"Vicious Hunting Rifle","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_javelin","title":"Vicious Javelin","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, javelin\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Thrown, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_lance","title":"Vicious Lance","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nA Lance requires two hands to wield when you aren't mounted.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, lance\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_laser_pistol","title":"Vicious Laser Pistol","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_laser_rifle","title":"Vicious Laser Rifle","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (100/300)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"100/300","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_light_crossbow","title":"Vicious Light Crossbow","source":"Dungeon Master's Guide (2024) p. 318","description":"Ammo: bolt\n\nThis magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, light crossbow\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Ammunition, Loading, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"bolt","martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_light_hammer","title":"Vicious Light Hammer","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, light hammer\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_longbow","title":"Vicious Longbow","source":"Dungeon Master's Guide (2024) p. 318","description":"Ammo: arrow\n\nThis magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, longbow\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Heavy, Two-Handed, Ranged (150/600)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":"150/600","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_longsword","title":"Vicious Longsword","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_mace","title":"Vicious Mace","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, mace\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_maul","title":"Vicious Maul","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, maul\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_morningstar","title":"Vicious Morningstar","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nProficiency: simple, morningstar\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_musket","title":"Vicious Musket","source":"Dungeon Master's Guide (2024) p. 318","description":"Ammo: firearm bullet\n\nThis magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d12","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d12","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_pike","title":"Vicious Pike","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, pike\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_pistol","title":"Vicious Pistol","source":"Dungeon Master's Guide (2024) p. 318","description":"Ammo: firearm bullet\n\nThis magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Loading, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d10","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_quarterstaff","title":"Vicious Quarterstaff","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_rapier","title":"Vicious Rapier","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nProficiency: martial, rapier\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Finesse","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_revolver","title":"Vicious Revolver","source":"Dungeon Master's Guide (2024) p. 318","description":"Ammo: firearm bullet\n\nThis magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_scimitar","title":"Vicious Scimitar","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_semiautomatic_pistol","title":"Vicious Semiautomatic Pistol","source":"Dungeon Master's Guide (2024) p. 318","description":"Ammo: firearm bullet\n\nThis magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Loading, Ranged (50/150)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"50/150","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_shortbow","title":"Vicious Shortbow","source":"Dungeon Master's Guide (2024) p. 318","description":"Ammo: arrow\n\nThis magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: simple, shortbow\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Ammunition, Two-Handed, Ranged (80/320)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"arrow","martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"80/320","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_shortsword","title":"Vicious Shortsword","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_shotgun","title":"Vicious Shotgun","source":"Dungeon Master's Guide (2024) p. 318","description":"Ammo: firearm bullet\n\nThis magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_sickle","title":"Vicious Sickle","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: simple, sickle\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_sling","title":"Vicious Sling","source":"Dungeon Master's Guide (2024) p. 318","description":"Ammo: sling bullet\n\nThis magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nProficiency: simple, sling\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Ammunition, Ranged (30/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Ranged Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"sling bullet","martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"30/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_spear","title":"Vicious Spear","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, spear\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_staff","title":"Vicious Staff","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_trident","title":"Vicious Trident","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, trident\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_war_pick","title":"Vicious War Pick","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_warhammer","title":"Vicious Warhammer","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"rare","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_whip","title":"Vicious Whip","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4","Fire":"2d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vicious_wooden_staff","title":"Vicious Wooden Staff","source":"Dungeon Master's Guide (2024) p. 318","description":"This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":4,"type":"Staff","hitBonus":null,"damages":{"Bludgeoning":"1d6","Fire":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vorpal_glaive","title":"Vorpal Glaive","source":"Dungeon Master's Guide (2024) p. 318","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.\n\nWhen you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, glaive\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Heavy, Reach, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d10"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"legendary","useBothHands":true,"versatileDamage":null,"resistances":["Slashing"],"resist":["Slashing"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vorpal_greatsword","title":"Vorpal Greatsword","source":"Dungeon Master's Guide (2024) p. 318","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.\n\nWhen you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.\n\nGraze (Mastery): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, greatsword\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Heavy, Two-Handed","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":6,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"2d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Graze","rarity":"legendary","useBothHands":true,"versatileDamage":null,"resistances":["Slashing"],"resist":["Slashing"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":true,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vorpal_longsword","title":"Vorpal Longsword","source":"Dungeon Master's Guide (2024) p. 318","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.\n\nWhen you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, longsword\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","resistances":["Slashing"],"resist":["Slashing"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vorpal_scimitar","title":"Vorpal Scimitar","source":"Dungeon Master's Guide (2024) p. 318","description":"You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.\n\nWhen you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in\u00b7 stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, scimitar\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d6"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Nick","rarity":"legendary","useBothHands":false,"versatileDamage":null,"resistances":["Slashing"],"resist":["Slashing"],"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"walloping_arrow","title":"Walloping Arrow","source":"Dungeon Master's Guide (2024) p. 318","description":"A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.\n\nArrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nArrows are typically stored in a Quiver (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.05,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"walloping_bolt","title":"Walloping Bolt","source":"Dungeon Master's Guide (2024) p. 318","description":"A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.\n\nCrossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nBolts are typically stored in a Crossbow Bolt Case (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.075,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"walloping_energy_cell","title":"Walloping Energy Cell","source":"Dungeon Master's Guide (2024) p. 318","description":"A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.\n\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.5,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"walloping_firearm_bullet","title":"Walloping Firearm Bullet","source":"Dungeon Master's Guide (2024) p. 318","description":"A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.\n\nThe ammunition of a firearm is destroyed upon use.\n\nFirearm Bullets are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.2,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"walloping_needle","title":"Walloping Needle","source":"Dungeon Master's Guide (2024) p. 318","description":"A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.\n\nBlowgun needles are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nNeedles are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.02,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"walloping_sling_bullet","title":"Walloping Sling Bullet","source":"Dungeon Master's Guide (2024) p. 318","description":"A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.\n\nSling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nSling Bullets are typically stored in a Pouch (bought separately).\n\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.075,"type":"Ammunition","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_binding","title":"Wand of Binding","source":"Dungeon Master's Guide (2024) p. 318","description":"This wand has 7 charges.\n\nSpells: While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell.\n\nSpell | Charge Cost\nHold Monster | 5\nHold Person | 2\n\nRegaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 318","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Fire":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":7,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_conducting","title":"Wand of Conducting","source":"Dungeon Master's Guide (2024) p. 319","description":"This wand has 3 charges. While holding it, you can take a Magic action to expend 1 charge and create orchestral music by waving it around. The music can be heard out to 120 feet and ends when you stop waving the wand.\n\nRegaining Charges: The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, a sad tuba sound plays as the wand crumbles into dust and is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 319","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Fire":"1d20"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_enemy_detection","title":"Wand of Enemy Detection","source":"Dungeon Master's Guide (2024) p. 319","description":"This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.\n\nRegaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 319","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Fire":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":7,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_fear","title":"Wand of Fear","source":"Dungeon Master's Guide (2024) p. 319","description":"This wand has 7 charges.\n\nSpells: While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the spell.\n\nSpell | Charge Cost\nCommand (\"flee\" or \"grovel\" only) | 1\nFear (60-foot Cone) | 3\n\nRegaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 319","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Fire":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":7,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_fireballs","title":"Wand of Fireballs","source":"Dungeon Master's Guide (2024) p. 319","description":"This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.\n\nRegaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 319","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Fire":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":7,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_lightning_bolts","title":"Wand of Lightning Bolts","source":"Dungeon Master's Guide (2024) p. 320","description":"This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.\n\nRegaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 320","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Fire":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":7,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_magic_detection","title":"Wand of Magic Detection","source":"Dungeon Master's Guide (2024) p. 320","description":"This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 320","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_magic_missiles","title":"Wand of Magic Missiles","source":"Dungeon Master's Guide (2024) p. 320","description":"This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.\n\nRegaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 320","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Fire":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":7,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_orcus","title":"Wand of Orcus","source":"Dungeon Master's Guide (2024) p. 320","description":"Crafted and wielded by Orcus, this ghastly wand slips from the demon lord's grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve some fell goal.\n\nThe wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water within 10 feet of the wand is destroyed.\n\nAny creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.\n\nMagic Weapon: You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The wand deals an extra 2d12 Necrotic damage on a hit.\n\nRandom Properties: The Wand of Orcus has the following random properties:\n\n\t\u2022 2 minor beneficial properties\n\t\u2022 1 major beneficial property\n\t\u2022 2 minor detrimental properties\n\t\u2022 1 major detrimental property\n\nThe detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.\n\nProtection: You gain a +3 bonus to Armor Class while holding the wand.\n\nSpells: The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table from it (save DC 18). The table indicates how many charges you must expend to cast the spell.\n\nSpell | Charge Cost\nAnimate Dead | 1\nBlight | 2\nCircle of Death | 3\nFinger of Death | 3\nPower Word Kill | 4\nSpeak with Dead | 1\n\nWhile attuned to the wand, Orcus or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0).\n\nCall Undead: While holding the wand, you can take a Magic action to conjure 15 Skeletons and 15 Zombies. These Undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property, you can't use it again until the next dawn.\n\nWhile holding the wand, Orcus can summon any kind of Undead, not just skeletons and zombies. These Undead don't perish at dawn the following day, remaining until Orcus dismisses them.\n\nSentience: The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and Darkvision out to 120 feet.\n\nThe wand communicates telepathically with its wielder and speaks Abyssal and Common.\n\nPersonality: The wand's purpose is to help satisfy Orcus's desire to slay everything in the multiverse. The wand is cruel, nihilistic, and bereft of humor.\n\nTo further Orcus's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.\n\nDestroying the Wand: Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life\u2014no easy task, given the fact that Orcus has imprisoned the hero's soul and keeps it hidden and well guarded.\n\nBathing the wand in positive energy (such as that which permeates the Positive Plane) causes it to crack and explode, but unless the above conditions are met, the wand instantly re-forms on Orcus's layer of the Abyss.\n\nSource:\tDungeon Master's Guide (2024) p. 320","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6","Necrotic":"10d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"artifact","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":3,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":7,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_paralysis","title":"Wand of Paralysis","source":"Dungeon Master's Guide (2024) p. 321","description":"This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success.\n\nRegaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 321","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Fire":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":7,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_polymorph","title":"Wand of Polymorph","source":"Dungeon Master's Guide (2024) p. 321","description":"This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.\n\nRegaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 321","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Fire":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":7,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_pyrotechnics","title":"Wand of Pyrotechnics","source":"Dungeon Master's Guide (2024) p. 321","description":"This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.\n\nRegaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 321","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Fire":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":7,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_secrets","title":"Wand of Secrets","source":"Dungeon Master's Guide (2024) p. 322","description":"This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.\n\nSource:\tDungeon Master's Guide (2024) p. 322","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Fire":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_web","title":"Wand of Web","source":"Dungeon Master's Guide (2024) p. 322","description":"This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it.\n\nRegaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.\n\nSource:\tDungeon Master's Guide (2024) p. 322","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Fire":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":7,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wand_of_wonder","title":"Wand of Wonder","source":"Dungeon Master's Guide (2024) p. 322","description":"This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.\n\nRegaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.\n\n1d100 | Effect\n01-20 | You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1-2, Darkness; on a 3-4, Faerie Fire; on a 5-6, Fireball; on a 7-8, Slow; on a 9-10, Stinking Cloud.\n21-25 | Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened.\n26-30 | You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.\n31-35 | Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage.\n36-40 | Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured.\n41-45 | A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured.\n46-50 | You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.\n51-55 | The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn't you and can't be affected by that spell, you become the target instead.\n56-60 | A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn't under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3-4, a Rat appears.\n61-64 | Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that's already there grows to ten times its normal size and remains overgrown for 1 minute.\n65-68 | An object of the DM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens.\n69-72 | Nothing happens at the chosen point of origin. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute.\n73-77 | Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours.\n78-82 | Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success.\n83-87 | Nothing happens at the chosen point of origin. Instead, you cast Invisibility on yourself.\n88-92 | Nothing happens at the chosen point of origin. Instead, a stream of 1d4 x 10 gems, each worth 1 GP, shoots from the wand's tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line.\n93-97 | You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target's new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3-4, the new form is a Frog.\n98-00 | The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The petrification lasts until the creature is freed by the Greater Restoration spell or similar magic.\n\nSource:\tDungeon Master's Guide (2024) p. 322","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":1,"type":"Wand","hitBonus":null,"damages":{"Psychic":"1d6+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":7,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"war_pick_of_warning","title":"War Pick of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, war pick\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":2,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"warhammer_of_thunderbolts","title":"Warhammer of Thunderbolts","source":"Dungeon Master's Guide (2024) p. 265","description":"You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had Thrown with a normal range of 20 feet and a long range of 60 feet.\n\nIf the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.\n\nGiant's Bane: While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits:\n\nGiants' Bane: When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die.\n\nMight of Giants: The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 265","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Fire":"1d4+1"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"legendary","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":5,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"warhammer_of_warning","title":"Warhammer of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: martial, warhammer\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"uncommon","useBothHands":false,"versatileDamage":"1d10","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wave","title":"Wave","source":"Dungeon Master's Guide (2024) p. 323","description":"Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you roll a 20 on the d20 for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.\n\nWhile holding Wave, you gain the following benefits:\n\nCombat Ready: You have Advantage on Initiative rolls.\n\nUnderwater Adaptation: A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.\n\nAquatic Command: Wave has 3 charges and regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.\n\nGlobe of Invulnerability: While holding Wave, you can cast the level 9 version of Globe of Invulnerability from it. Once used, this property can't be used again until the next dawn.\n\nSentience: Wave is a sentient weapon of Neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and Darkvision out to 120 feet.\n\nThe weapon communicates telepathically with its wielder and speaks Aquan.\n\nPersonality: Wave zealously encourages mortals to worship sea gods and has a habit of humming sea chanteys. Conflict arises if the wielder fails to further the weapon's objectives in the world.\n\nDestroying Wave: Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a storm giant or someone imbued with a storm giant's strength. Destroying Wave angers a god of the sea, who sends powerful agents to attack the island and punish the destroyers.\n\nTopple (Mastery): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nSource:\tDungeon Master's Guide (2024) p. 323","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Piercing":"1d8","Necrotic":"1d3"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Topple","rarity":"artifact","useBothHands":false,"versatileDamage":"1d10","attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":3,"recharge":"dawn","rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"well_of_many_worlds","title":"Well of Many Worlds","source":"Dungeon Master's Guide (2024) p. 324","description":"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.\n\nYou can take a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up.\n\nOnce the Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours.\n\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"legendary","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"whelm","title":"Whelm","source":"Dungeon Master's Guide (2024) p. 324","description":"Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nHurl: Whelm has Thrown with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.\n\nShock Wave: You can take a Magic action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.\n\nSupernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can cast Detect Evil and Good or Locate Object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.\n\nSentience: Whelm is a sentient, Lawful Neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and Darkvision out to 120 feet.\n\nThe weapon communicates telepathically with its wielder and speaks Dwarvish, Giant, and Goblin.\n\nPersonality: Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm's purpose is to protect dwarves. Conflict arises if the wielder doesn't share this goal.\n\nDestroying Whelm: Whelm can be dissolved in the acidic bile of a recently slain ancient black dragon. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan.\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Thrown, Versatile, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":5,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d8","Force":"1d8"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":"artifact","useBothHands":false,"versatileDamage":"1d10","attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":3,"bonusWeaponHit":"3","bonusWeaponDamage":"3","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"whip_of_warning","title":"Whip of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nSlow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nReach: A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.\n\nProficiency: martial, whip\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse, Reach","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":3,"type":"Melee Weapon","hitBonus":null,"damages":{"Slashing":"1d4"},"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":false,"loading":false,"range":null,"reach":"5 ft.","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"white_dragon_scale_mail","title":"White Dragon Scale Mail","source":"Dungeon Master's Guide (2024) p. 254","description":"Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.\n\nWhile wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Cold damage.\n\nAdditionally, you can focus your senses as a Magic action to discern the distance and direction to the closest white dragon within 30 miles of yourself. This action can't be used again until the next dawn.\n\nSource:\tDungeon Master's Guide (2024) p. 254","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":45,"type":"Medium Armor","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":14,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"very rare","useBothHands":false,"versatileDamage":null,"resistances":["Cold"],"resist":["Cold"],"attachedSpells":null,"bonusAc":1,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wind_fan","title":"Wind Fan","source":"Dungeon Master's Guide (2024) p. 213","description":"While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters.\n\nSource:\tDungeon Master's Guide (2024) p. 213","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"winged_boots","title":"Winged Boots","source":"Dungeon Master's Guide (2024) p. 325","description":"These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.\n\nSource:\tDungeon Master's Guide (2024) p. 325","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d4"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wings_of_flying","title":"Wings of Flying","source":"Dungeon Master's Guide (2024) p. 324","description":"While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again for 1d12 hours.\n\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{"Fire":"1d12"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"rare","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"wooden_staff_of_warning","title":"Wooden Staff of Warning","source":"Dungeon Master's Guide (2024) p. 324","description":"As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.\n\nAlarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.\n\nSupernatural Readiness: Each subject has Advantage on its Initiative rolls.\n\nVersatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.\n\nProficiency: simple, quarterstaff\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Versatile","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":4,"type":"Melee Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":"1d8","attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"shotgun","title":"Shotgun","source":"Dungeon Master's Guide (2024) p. 73","description":"Ammo: firearm bullet\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (30/90)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Push","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"30/90","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"semiautomatic_pistol","title":"Semiautomatic Pistol","source":"Dungeon Master's Guide (2024) p. 73","description":"Ammo: firearm bullet\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"Martial, Ammunition, Loading, Ranged (50/150)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"50/150","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"revolver","title":"Revolver","source":"Dungeon Master's Guide (2024) p. 73","description":"Ammo: firearm bullet\n\nSap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":3,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"firearm bullet","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Sap","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hunting_rifle","title":"Hunting Rifle","source":"Dungeon Master's Guide (2024) p. 73","description":"Slow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d10"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d10","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"automatic_rifle","title":"Automatic Rifle","source":"Dungeon Master's Guide (2024) p. 73","description":"Slow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (80/240)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":8,"type":"Ranged Weapon","hitBonus":null,"damages":{"Piercing":"2d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"2d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"80/240","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"fragmentation_grenade","title":"Fragmentation Grenade","source":"Dungeon Master's Guide (2024) p. 73","description":"As an action, you can either throw a grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 1,000 feet away. The grenade explodes at that point, creating a particular effect in a 20-foot-radius Sphere.\n\nEach creature in the Sphere makes a DC 15 Dexterity saving throw, taking 17 (5d6) Piercing damage on a failed save or half as much damage on a successful one.\n\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Gear","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dynamite_stick","title":"Dynamite Stick","source":"Dungeon Master's Guide (2024) p. 73","description":"An an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.\n\nIt takes 1 minute to bind two or more Dynamite Sticks together so they explode at the same time. Each stick after the first increases the damage by 1d6 (to a maximum of 10d6) and the effect's radius by 5 feet (to a maximum of 20 feet).\n\nIt takes 1 minute to rig dynamite with a longer fuse so it explodes after a longer period of time, such as 1 minute or 10 minutes.\n\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Gear","hitBonus":null,"damages":{"Force":"1d6"},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"grenade_launcher","title":"Grenade Launcher","source":"Dungeon Master's Guide (2024) p. 73","description":"As an action, you can either throw a grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 1,000 feet away. The grenade explodes at that point, creating a particular effect in a 20-foot-radius Sphere.\n\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Gear","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"laser_rifle","title":"Laser Rifle","source":"Dungeon Master's Guide (2024) p. 73","description":"Slow (Mastery): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (100/300)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":7,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d8"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d8","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Slow","rarity":null,"useBothHands":true,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"100/300","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"laser_pistol","title":"Laser Pistol","source":"Dungeon Master's Guide (2024) p. 73","description":"Vex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"Martial, Ammunition, Loading, Ranged (40/120)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Ranged Weapon","hitBonus":null,"damages":{"Radiant":"3d6"},"price":{},"dexToAttack":true,"useAmmo":true,"ammunitionName":"Arrow","martialWeapon":true,"originalDamageFormula":"3d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":"Vex","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":true,"range":"40/120","reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"antimatter_rifle","title":"Antimatter Rifle","source":"Dungeon Master's Guide (2024) p. 73","description":"Sap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, firearms\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"Martial, Ammunition, Loading, Two-Handed, Ranged (120/360)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":10,"type":"Ranged 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"smoke_grenade","title":"Smoke Grenade","source":"Dungeon Master's Guide (2024) p. 73","description":"As an action, you can either throw a grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 1,000 feet away. The grenade explodes at that point, creating a particular effect in a 20-foot-radius Sphere.\n\nThe area of the Sphere is Heavily Obscured by smoke for 1 minute. A strong wind (such as the Gust of Wind spell) disperses the smoke.\n\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Gear","hitBonus":null,"damages":{},"price":{"GP":50},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gunpowder_(powder_horn)","title":"Gunpowder (powder horn)","source":"Dungeon Master's Guide (2024) p. 73","description":"Setting fire to a powder horn full of Gunpowder causes it to explode. When a powder horn explodes, each creature in a 10-foot-radius Sphere centered on the powder horn makes a DC 12 Dexterity saving throw, taking 10 (3d6) Fire damage on a failed save or half as much damage on a successful one.\n\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2,"type":"Gear","hitBonus":null,"damages":{},"price":{"GP":35},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gunpowder_(keg)","title":"Gunpowder (keg)","source":"Dungeon Master's Guide (2024) p. 73","description":"Setting fire to a keg full of Gunpowder causes it to explode. When a keg explodes, each creature in a 10-foot-radius Sphere centered on the keg makes a DC 12 Dexterity saving throw, taking 24 (7d6) Fire damage on a failed save or half as much damage on a successful one.\n\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":20,"type":"Gear","hitBonus":null,"damages":{},"price":{"GP":250},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bomb","title":"Bomb","source":"Dungeon Master's Guide (2024) p. 73","description":"As an action, you can light a Bomb and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.\n\nSource:\tDungeon Master's Guide (2024) p. 73","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1,"type":"Gear","hitBonus":null,"damages":{"Fire":"3d6"},"price":{"GP":100},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"assassin's_blood","title":"Assassin's Blood","source":"Dungeon Master's Guide (2024) p. 90","description":"A creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only.\n\nPoison: Poison use is controversial or even illegal in many societies due to the often subtle and deadly nature of poisons. The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nIngested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.\n\nSource:\tDungeon Master's Guide (2024) p. 90","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Potion","hitBonus":null,"damages":{"Poison":"1d12"},"price":{"GP":150},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"poison (ingested)","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"burnt_othur_fumes","title":"Burnt Othur Fumes","source":"Dungeon Master's Guide (2024) p. 90","description":"A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends.\n\nPoison: Poison use is controversial or even illegal in many societies due to the often subtle and deadly nature of poisons. The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nInhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.\n\nSource:\tDungeon Master's Guide (2024) p. 90","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Potion","hitBonus":null,"damages":{"Poison":"3d6"},"price":{"GP":500},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"poison (inhaled)","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"carrion_crawler_mucus","title":"Carrion Crawler Mucus","source":"Dungeon Master's Guide (2024) p. 90","description":"A creature subjected to Carrion Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nPoison: Poison use is controversial or even illegal in many societies due to the often subtle and deadly nature of poisons. The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nContact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.\n\nSource:\tDungeon Master's Guide (2024) p. 90","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Potion","hitBonus":null,"damages":{},"price":{"GP":200},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"poison (contact)","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"essence_of_ether","title":"Essence of Ether","source":"Dungeon Master's Guide (2024) p. 90","description":"A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\n\nPoison: Poison use is controversial or even illegal in many societies due to the often subtle and deadly nature of poisons. The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nInhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.\n\nSource:\tDungeon Master's Guide (2024) p. 90","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Potion","hitBonus":null,"damages":{},"price":{"GP":300},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"poison (inhaled)","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lolth's_sting","title":"Lolth's Sting","source":"Dungeon Master's Guide (2024) p. 91","description":"A creature subjected to Lolth's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\n\nPoison: Poison use is controversial or even illegal in many societies due to the often subtle and deadly nature of poisons. The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nInjury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.\n\nSource:\tDungeon Master's Guide (2024) p. 91","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Potion","hitBonus":null,"damages":{},"price":{"GP":200},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"poison (injury)","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"malice","title":"Malice","source":"Dungeon Master's Guide (2024) p. 91","description":"A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way.\n\nPoison: Poison use is controversial or even illegal in many societies due to the often subtle and deadly nature of poisons. The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nInhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.\n\nSource:\tDungeon Master's Guide (2024) p. 91","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Potion","hitBonus":null,"damages":{},"price":{"GP":250},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"poison (inhaled)","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"midnight_tears","title":"Midnight Tears","source":"Dungeon Master's Guide (2024) p. 91","description":"A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn't been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one.\n\nPoison: Poison use is controversial or even illegal in many societies due to the often subtle and deadly nature of poisons. The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nIngested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.\n\nSource:\tDungeon Master's Guide (2024) p. 91","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Potion","hitBonus":null,"damages":{"Poison":"9d6"},"price":{"GP":1500},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"poison (ingested)","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"oil_of_taggit","title":"Oil of Taggit","source":"Dungeon Master's Guide (2024) p. 91","description":"A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage.\n\nPoison: Poison use is controversial or even illegal in many societies due to the often subtle and deadly nature of poisons. The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nContact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.\n\nSource:\tDungeon Master's Guide (2024) p. 91","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Potion","hitBonus":null,"damages":{},"price":{"GP":400},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"poison (contact)","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pale_tincture","title":"Pale Tincture","source":"Dungeon Master's Guide (2024) p. 91","description":"A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can't be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.\n\nPoison: Poison use is controversial or even illegal in many societies due to the often subtle and deadly nature of poisons. The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nIngested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.\n\nSource:\tDungeon Master's Guide (2024) p. 91","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Potion","hitBonus":null,"damages":{"Poison":"1d6"},"price":{"GP":250},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"poison (ingested)","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"purple_worm_poison","title":"Purple Worm Poison","source":"Dungeon Master's Guide (2024) p. 91","description":"A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one.\n\nPoison: Poison use is controversial or even illegal in many societies due to the often subtle and deadly nature of poisons. The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nInjury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.\n\nSource:\tDungeon Master's Guide (2024) p. 91","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Potion","hitBonus":null,"damages":{"Poison":"10d6"},"price":{"GP":2000},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"poison (injury)","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"serpent_venom","title":"Serpent Venom","source":"Dungeon Master's Guide (2024) p. 91","description":"A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one.\n\nPoison: Poison use is controversial or even illegal in many societies due to the often subtle and deadly nature of poisons. The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nInjury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.\n\nSource:\tDungeon Master's Guide (2024) p. 91","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Potion","hitBonus":null,"damages":{"Poison":"3d6"},"price":{"GP":200},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"poison (injury)","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"torpor","title":"Torpor","source":"Dungeon Master's Guide (2024) p. 91","description":"A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature's Speed is halved while the creature is Poisoned in this way.\n\nPoison: Poison use is controversial or even illegal in many societies due to the often subtle and deadly nature of poisons. The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nIngested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.\n\nSource:\tDungeon Master's Guide (2024) p. 91","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Potion","hitBonus":null,"damages":{"Fire":"4d6"},"price":{"GP":600},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"poison (ingested)","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"truth_serum","title":"Truth Serum","source":"Dungeon Master's Guide (2024) p. 91","description":"A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can't knowingly communicate a lie.\n\nPoison: Poison use is controversial or even illegal in many societies due to the often subtle and deadly nature of poisons. The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nIngested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. 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The price listed is for one dose of the poison. Check with your GM before purchasing poison to determine which poisons are allowed in your game.\n\nInjury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. 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While the tattoo is on your body, you always have the associated spell prepared, and you can cast the spell using any spell slots you have of the appropriate level. If you have the Spellcasting or Pact Magic feature, the spell uses your spellcasting ability; otherwise, if the spell requires a saving throw or an attack roll, the spell save DC is 13 and the attack bonus is +5. If your Attunement to the tattoo ends, the tattoo vanishes.\n\tYou can also cast the spell once without a spell slot and spell components. Once the spell is cast in this way, the tattoo vanishes.\n\nInking Thayan Spell Tattoos:\nThe Thayan art of magical tattooing is highly guarded by its practitioners, and thus, Thayan Spell Tattoos can't be crafted like other magic items. To learn how to ink Thayan Spell Tattoos, you must have a Renown Score of 50+ with the Red Wizards.\n\tTo ink a Thayan Spell Tattoo, you must have proficiency in the Arcana skill and with Calligrapher's Supplies and have the spell prepared each day of the inking. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consumed when you complete the tattoo. Inking a Thayan Spell Tattoo takes the same amount of time and money as scribing a Spell Scroll of an equivalent level.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 176","properties":"","equipped":false,"attuned":false,"requiresAttunement":true,"quantity":1,"weight":0,"type":"Wondrous Item","hitBonus":null,"damages":{},"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":[],"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"spells":[{"id":"maneuver_ambush","title":"Maneuver: Ambush","source":"When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_bait_and_switch","title":"Maneuver: Bait and Switch","source":"When you're within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks.\n\nRoll the Superiority Die. Until the start of your next turn, you or the other creature, (your choice) gains a bonus to AC equal to the number rolled.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you're within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks.\n\nRoll the Superiority Die. Until the start of your next turn, you or the other creature, (your choice) gains a bonus to AC equal to the number rolled.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_commanders_strike","title":"Maneuver: Commander's Strike","source":"When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to s trike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack's damage roll on a hit.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to s trike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack's damage roll on a hit.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_commanding_presence","title":"Maneuver: Commanding Presence","source":"When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_disarming_attack","title":"Maneuver: Disarming Attack","source":"When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm t he target. Add the Superiority Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm t he target. Add the Superiority Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_distracting_strike","title":"Maneuver: Distracting Strike","source":"When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack's damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack's damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_evasive_footwork","title":"Maneuver: Evasive Footwork","source":"As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_feinting_attack","title":"Maneuver: Feinting Attack","source":"As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack's damage roll.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack's damage roll.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_goading_attack","title":"Maneuver: Goading Attack","source":"When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_lunging_attack","title":"Maneuver: Lunging Attack","source":"As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_maneuvering_attack","title":"Maneuver: Maneuvering Attack","source":"When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_menacing_attack","title":"Maneuver: Menacing Attack","source":"When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_parry","title":"Maneuver: Parry","source":"When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_precision_attack","title":"Maneuver: Precision Attack","source":"When you miss with an attack roll, you can expend one Superiority Die. roll that die, and add it to the attack roll. potentially causing the attack to hit.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you miss with an attack roll, you can expend one Superiority Die. roll that die, and add it to the attack roll. potentially causing the attack to hit.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_pushing_attack","title":"Maneuver: Pushing Attack","source":"When you hit a creature with an attack roll using a weapon or an Unarmed Strike. you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you hit a creature with an attack roll using a weapon or an Unarmed Strike. you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_rally","title":"Maneuver: Rally","source":"As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_riposte","title":"Maneuver: Riposte","source":"When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack's damage.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack's damage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_sweeping_attack","title":"Maneuver: Sweeping Attack","source":"When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_tactical_assessment","title":"Maneuver: Tactical Assessment","source":"When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maneuver_trip_attack","title":"Maneuver: Trip Attack","source":"When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.","level":0,"school":"Maneuver","castingTime":"","range":"","duration":"","description":"When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Maneuver Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"metamagic_careful_spell","title":"Metamagic: Careful Spell","source":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.","level":0,"school":"Metamagic","castingTime":"","range":"","duration":"","description":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Metamagic Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"metamagic_distant_spell","title":"Metamagic: Distant Spell","source":"When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.","level":0,"school":"Metamagic","castingTime":"","range":"","duration":"","description":"When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Metamagic Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"metamagic_empowered_spell","title":"Metamagic: Empowered Spell","source":"When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.\n\tYou can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell.","level":0,"school":"Metamagic","castingTime":"","range":"","duration":"","description":"When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.\n\tYou can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Metamagic Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"metamagic_extended_spell","title":"Metamagic: Extended Spell","source":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.\n\tIf the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.","level":0,"school":"Metamagic","castingTime":"","range":"","duration":"","description":"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.\n\tIf the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Metamagic Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"metamagic_heightened_spell","title":"Metamagic: Heightened Spell","source":"When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.","level":0,"school":"Metamagic","castingTime":"","range":"","duration":"","description":"When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Metamagic Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"metamagic_quickened_spell","title":"Metamagic: Quickened Spell","source":"When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.","level":0,"school":"Metamagic","castingTime":"","range":"","duration":"","description":"When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Metamagic Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"metamagic_seeking_spell","title":"Metamagic: Seeking Spell","source":"If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.\n\tYou can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell.","level":0,"school":"Metamagic","castingTime":"","range":"","duration":"","description":"If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.\n\tYou can use Seeking Spell even if you've already used a different Metamagic option during the casting of the spell.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Metamagic Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"metamagic_subtle_spell","title":"Metamagic: Subtle Spell","source":"When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.","level":0,"school":"Metamagic","castingTime":"","range":"","duration":"","description":"When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Metamagic Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"metamagic_transmuted_spell","title":"Metamagic: Transmuted Spell","source":"When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.","level":0,"school":"Metamagic","castingTime":"","range":"","duration":"","description":"When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Metamagic Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"metamagic_twinned_spell","title":"Metamagic: Twinned Spell","source":"When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.","level":0,"school":"Metamagic","castingTime":"","range":"","duration":"","description":"When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Metamagic Options"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_agonizing_blast","title":"Invocation: Agonizing Blast","source":"Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage\n\nChoose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls.\n\nRepeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage\n\nChoose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls.\n\nRepeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_armor_of_shadows","title":"Invocation: Armor of Shadows","source":"You can cast Mage Armor on yourself without expending a spell slot.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"You can cast Mage Armor on yourself without expending a spell slot.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_ascendant_step","title":"Invocation: Ascendant Step","source":"Prerequisite: Level 5+ Warlock\n\nYou can cast Levitate on yourself without expending a spell slot.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 5+ Warlock\n\nYou can cast Levitate on yourself without expending a spell slot.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_devils_sight","title":"Invocation: Devil's Sight","source":"Prerequisite: Level 2+ Warlock\n\nYou can see normally in Dim Light and Darkness-both magical and nonmagical- within 120 feet of yourself.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 2+ Warlock\n\nYou can see normally in Dim Light and Darkness-both magical and nonmagical- within 120 feet of yourself.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_devouring_blade","title":"Invocation: Devouring Blade","source":"Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation\n\nThe Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation\n\nThe Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_eldritch_mind","title":"Invocation: Eldritch Mind","source":"You have Advantage on Constitution saving throws that you make to maintain Concentration.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"You have Advantage on Constitution saving throws that you make to maintain Concentration.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_eldritch_smite","title":"Invocation: Eldritch Smite","source":"Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation\n\nOnce per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation\n\nOnce per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.","atHigherLevels":"","prepared":false,"roll":{"base":"1d8"},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_eldritch_spear","title":"Invocation: Eldritch Spear","source":"Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage\n\nChoose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.\n\nRepeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage\n\nChoose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.\n\nRepeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_fiendish_vigor","title":"Invocation: Fiendish Vigor","source":"Prerequisite: Level 2+ Warlock\n\nYou can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 2+ Warlock\n\nYou can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_gaze_of_two_minds","title":"Invocation: Gaze of Two Minds","source":"Prerequisite: Level 5+ Warlock\n\nYou can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way.\n\tWhile perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 5+ Warlock\n\nYou can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way.\n\tWhile perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_gift_of_the_depths","title":"Invocation: Gift of the Depths","source":"Prerequisite: Level 5+ Warlock\n\nYou can breathe underwater, and you gain a Swim Speed equal to your Speed.\n\tYou can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 5+ Warlock\n\nYou can breathe underwater, and you gain a Swim Speed equal to your Speed.\n\tYou can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_gift_of_the_protectors","title":"Invocation: Gift of the Protectors","source":"Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation\n\nA new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).\n\tWhen any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.\n\tAs a Magic action, you can erase a name on the page by touching it.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation\n\nA new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).\n\tWhen any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.\n\tAs a Magic action, you can erase a name on the page by touching it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_investment_of_the_chain_master","title":"Invocation: Investment of the Chain Master","source":"Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation\n\nWhen you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.\n\nAerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.\n\nQuick Attack. As a Bonus Action, you can command the familiar to take the Attack action.\n\nNecrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.\n\nYour Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.\n\nResistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation\n\nWhen you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.\n\nAerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.\n\nQuick Attack. As a Bonus Action, you can command the familiar to take the Attack action.\n\nNecrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.\n\nYour Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.\n\nResistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_lessons_of_the_first_ones","title":"Invocation: Lessons of the First Ones","source":"Prerequisite: Level 2+ Warlock\n\nYou have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see chapter 5).\n\nRepeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 2+ Warlock\n\nYou have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see chapter 5).\n\nRepeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_lifedrinker","title":"Invocation: Lifedrinker","source":"Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation\n\nOnce per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation\n\nOnce per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_mask_of_many_faces","title":"Invocation: Mask of Many Faces","source":"Prerequisite: Level 2+ Warlock\n\nYou can cast Disguise Self without expending a spell slot.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 2+ Warlock\n\nYou can cast Disguise Self without expending a spell slot.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_master_of_myriad_forms","title":"Invocation: Master of Myriad Forms","source":"Prerequisite: Level 5+ Warlock\n\nYou can cast Alter Self without expending a spell slot.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 5+ Warlock\n\nYou can cast Alter Self without expending a spell slot.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_misty_visions","title":"Invocation: Misty Visions","source":"Prerequisite: Level 2+ Warlock\n\nYou can cast Silent Image without expending a spell slot.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 2+ Warlock\n\nYou can cast Silent Image without expending a spell slot.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_one_with_shadows","title":"Invocation: One with Shadows","source":"Prerequisite: Level 5+ Warlock\n\nWhile you're in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 5+ Warlock\n\nWhile you're in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_otherworldly_leap","title":"Invocation: Otherworldly Leap","source":"Prerequisite: Level 2+ Warlock\n\nYou can cast jump on yourself without expending a spell slot.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 2+ Warlock\n\nYou can cast jump on yourself without expending a spell slot.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_pact_of_the_blade","title":"Invocation: Pact of the Blade","source":"As a Bonus Action, you can conjure a pact weapon in your hand- a Simple or Martial Melee weapon of your choice with which you bond-or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until t!he bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.\n\tWhenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.\n\tYour bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"As a Bonus Action, you can conjure a pact weapon in your hand- a Simple or Martial Melee weapon of your choice with which you bond-or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until t!he bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.\n\tWhenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.\n\tYour bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_pact_of_the_chain","title":"Invocation: Pact of the Chain","source":"You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.\n\tWhen you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar's stat block).\n\tAdditionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot.\n\tWhen you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake (see appendix B for the familiar's stat block).\n\tAdditionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_pact_of_the_tome","title":"Invocation: Pact of the Tome","source":"Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.\n\nCantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.\n\nSpellcasting Focus. You can use the book as a Spellcasting Focus.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die.\n\nCantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.\n\nSpellcasting Focus. You can use the book as a Spellcasting Focus.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_repelling_blast","title":"Invocation: Repelling Blast","source":"Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll\n\nChoose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.\n\nRepeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll\n\nChoose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.\n\nRepeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_thirsting_blade","title":"Invocation: Thirsting Blade","source":"Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation\n\nYou gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation\n\nYou gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_visions_of_distant_realms","title":"Invocation: Visions of Distant Realms","source":"Prerequisite: Level 9+ Warlock\n\nYou can cast Arcane Eye without expending a spell slot.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 9+ Warlock\n\nYou can cast Arcane Eye without expending a spell slot.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_whispers_of_the_grave","title":"Invocation: Whispers of the Grave","source":"Prerequisite: Level 7+ Warlock\n\nYou can cast Speak with Dead without expending a spell slot.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 7+ Warlock\n\nYou can cast Speak with Dead without expending a spell slot.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_witch_sight","title":"Invocation: Witch Sight","source":"Prerequisite: Level 15+ Warlock\n\nYou have Truesight with a range of 30 feet.","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 15+ Warlock\n\nYou have Truesight with a range of 30 feet.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"acid_splash","title":"Acid Splash","source":"You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.\n\nCantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","level":0,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.\n\nCantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","atHigherLevels":"","prepared":false,"roll":{"0":"1d6","5":"2d6","11":"3d6","17":"4d6","base":"1d6"},"tags":["Druid (Circle of the Land) (Tropical)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"aid","title":"Aid","source":"Choose up to three creatures within range. Each target's Hit Points maximum and current Hit Points increase by 5 for the duration.","level":2,"school":"Abjuration","castingTime":"Action","range":"30 feet","duration":"8 hour","description":"Choose up to three creatures within range. Each target's Hit Points maximum and current Hit Points increase by 5 for the duration.","atHigherLevels":"Using a Higher-Level Spell Slot: Each target's Hit Points increase by 5 for each spell slot level above 2.","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Bard","Cleric","Druid","Ranger","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a strip of white cloth","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"alarm","title":"Alarm","source":"You set an alarm against 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 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 audible or mental:\n\nAudible Alarm: The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.\n\nMental Alarm: You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.","level":1,"school":"Abjuration","castingTime":"1 minute","range":"30 feet","duration":"8 hour","description":"You set an alarm against 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 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 audible or mental:\n\nAudible Alarm: The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.\n\nMental Alarm: You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Clockwork Sorcery)","School: Abjuration","Ritual Caster","Ranger","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bell and silver wire","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"alter_self","title":"Alter Self","source":"You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation: You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance: You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons: You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.","level":2,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation: You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance: You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons: You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.","atHigherLevels":"","prepared":false,"roll":{"base":"1d6"},"tags":["Sorcerer (Draconic Sorcery)","School: Transmutation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"animal_friendship","title":"Animal Friendship","source":"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional Beast for each spell slot level above 1.","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a morsel of food","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"animal_messenger","title":"Animal Messenger","source":"A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \"a person dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\n\tWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.","level":2,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \"a person dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\n\tWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell's duration increases by 48 hours for each spell slot level above 2.","prepared":false,"roll":{},"tags":["School: Enchantment","Ritual Caster","Bard","Druid","Ranger"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a morsel of food","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"animal_shapes","title":"Animal Shapes","source":"Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.\n\tA target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.\n\tThe target gains a number of Temporary Hit Points equal to the Beast form's Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action.","level":8,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 24 hour","description":"Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.\n\tA target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.\n\tThe target gains a number of Temporary Hit Points equal to the Beast form's Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"animate_dead","title":"Animate Dead","source":"Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.\n\tOn each of your turns, you can take 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 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 on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\n\tThe 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 creature.","level":3,"school":"Necromancy","castingTime":"1 minute","range":"10 feet","duration":"Instantaneous","description":"Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.\n\tOn each of your turns, you can take 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 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 on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\n\tThe 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 creature.","atHigherLevels":"Using a Higher-Level Spell Slot: You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.","prepared":false,"roll":{},"tags":["School: Necromancy","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop of blood, a piece of flesh, and a pinch of bone dust","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"animate_objects","title":"Animate Objects","source":"Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.\n\tEach target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.\n\tUntil the spell ends, you can take a Bonus Action to 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 of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.","level":5,"school":"Transmutation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.\n\tEach target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.\n\tUntil the spell ends, you can take a Bonus Action to 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 of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.","atHigherLevels":"Using a Higher-Level Spell Slot: The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.","prepared":false,"roll":{"base":"1d12"},"tags":["School: Transmutation","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"antilife_shell","title":"Antilife Shell","source":"An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.\n\tIf you move so that an affected creature is forced to pass through the barrier, the spell ends.","level":5,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.\n\tIf you move so that an affected creature is forced to pass through the barrier, the spell ends.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"antimagic_field","title":"Antimagic Field","source":"An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.\n\tAreas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.\n\tOngoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\n\tDispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don't nullify each other.","level":8,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.\n\tAreas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.\n\tOngoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\n\tDispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don't nullify each other.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"iron filings","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"antipathysympathy","title":"Antipathy/Sympathy","source":"As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:\n\nAntipathy: The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.\n\nSympathy: The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.\n\nEnding the Effect: If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.","level":8,"school":"Enchantment","castingTime":"1 hour","range":"60 feet","duration":"10 day","description":"As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:\n\nAntipathy: The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.\n\nSympathy: The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.\n\nEnding the Effect: If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mix of vinegar and honey","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"arcane_eye","title":"Arcane Eye","source":"You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.\n\tAs a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.","level":4,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 hour","description":"You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.\n\tAs a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Sorcerer (Draconic Sorcery)","School: Divination","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of bat fur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"arcane_gate","title":"Arcane Gate","source":"You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.\n\tThe portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.\n\tA portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.","level":6,"school":"Conjuration","castingTime":"Action","range":"500 feet","duration":"Concentration, up to 10 minute","description":"You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.\n\tThe portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.\n\tA portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"arcane_lock","title":"Arcane Lock","source":"You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.","level":2,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"","description":"You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"gold dust worth 25+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"arcane_vigor","title":"Arcane Vigor","source":"You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.","level":2,"school":"Abjuration","castingTime":"Bonus Action","range":"Self","duration":"Instantaneous","description":"You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.","atHigherLevels":"Using a Higher-Level Spell Slot: The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.","prepared":false,"roll":{},"tags":["School: Abjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"armor_of_agathys","title":"Armor of Agathys","source":"Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.","level":1,"school":"Abjuration","castingTime":"Bonus Action","range":"Self","duration":"1 hour","description":"Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.","atHigherLevels":"Using a Higher-Level Spell Slot: The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.","prepared":false,"roll":{},"tags":["School: Abjuration","Warlock"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a shard of blue glass","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"arms_of_hadar","title":"Arms of Hadar","source":"Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.","level":1,"school":"Conjuration","castingTime":"Action","range":"Self","duration":"Instantaneous","description":"Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d6","2":"3d6","3":"4d6","4":"5d6","5":"6d6","6":"7d6","7":"8d6","8":"9d6","9":"10d6"},"tags":["Sorcerer (Aberrant Sorcery)","School: Conjuration","Warlock"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"astral_projection","title":"Astral Projection","source":"You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age.\n\tA target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut\u2014which happens only when an effect states that it does so\u2014the target's body and astral form both die.\n\tA target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.\n\tAny damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.\n\tWhen the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.","level":9,"school":"Necromancy","castingTime":"1 hour","range":"10 feet","duration":"","description":"You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age.\n\tA target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut\u2014which happens only when an effect states that it does so\u2014the target's body and astral form both die.\n\tA target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.\n\tAny damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.\n\tWhen the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Cleric","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"augury","title":"Augury","source":"You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.\n\nOmens:\nOmen | For Results That Will Be...\nWeal | Good\nWoe | Bad\nWeal and woe | Good and bad\nIndifference | Neither good nor bad","level":2,"school":"Divination","castingTime":"1 minute","range":"Self","duration":"Instantaneous","description":"You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.\n\nOmens:\nOmen | For Results That Will Be...\nWeal | Good\nWoe | Bad\nWeal and woe | Good and bad\nIndifference | Neither good nor bad","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Cleric","Druid","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"aura_of_life","title":"Aura of Life","source":"An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.","level":4,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 10 minute","description":"An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","School: Abjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"aura_of_purity","title":"Aura of Purity","source":"An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.","level":4,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 10 minute","description":"An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"aura_of_vitality","title":"Aura of Vitality","source":"An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.","level":3,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.","atHigherLevels":"","prepared":false,"roll":{"base":"2d6"},"tags":["School: Abjuration","Cleric","Druid","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"awaken","title":"Awaken","source":"You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the XMM.\n\tThe awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.","level":5,"school":"Transmutation","castingTime":"8 hour","range":"Touch","duration":"Instantaneous","description":"You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the XMM.\n\tThe awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Bard","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an agate worth 1,000+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"bane","title":"Bane","source":"Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.","prepared":false,"roll":{"base":"1d4"},"tags":["Paladin (Oath of Vengeance)","School: Enchantment","Bard","Cleric","Warlock"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop of blood","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"banishing_smite","title":"Banishing Smite","source":"The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.","level":5,"school":"Conjuration","castingTime":"Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike","range":"Self","duration":"Concentration, up to 1 minute","description":"The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.","atHigherLevels":"","prepared":false,"roll":{"base":"5d10"},"tags":["School: Conjuration","Paladin","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"banishment","title":"Banishment","source":"One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\n\tIf the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.","level":4,"school":"Abjuration","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.\n\tIf the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 4.","prepared":false,"roll":{},"tags":["Paladin (Oath of Vengeance)","School: Abjuration","Cleric","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pentacle","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"barkskin","title":"Barkskin","source":"You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.","level":2,"school":"Transmutation","castingTime":"Bonus Action","range":"Touch","duration":"1 hour","description":"You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a handful of oak bark","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"beacon_of_hope","title":"Beacon of Hope","source":"Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.","level":3,"school":"Abjuration","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","School: Abjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"beast_sense","title":"Beast Sense","source":"You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.","level":2,"school":"Divination","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Touch Spells","Druid","Ranger"],"preparingClass":"","ritual":true,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"befuddlement","title":"Befuddlement","source":"You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.\n\tOn a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.\n\tOn a successful save, the target takes half as much damage only.","level":8,"school":"Enchantment","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.\n\tOn a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.\n\tOn a successful save, the target takes half as much damage only.","atHigherLevels":"","prepared":false,"roll":{"base":"10d12"},"tags":["School: Enchantment","Bard","Druid","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a key ring with no keys","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"bestow_curse","title":"Bestow Curse","source":"You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:\n\n\t\u2022 Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.\n\n\t\u2022 The target has Disadvantage on attack rolls against you.\n\n\t\u2022 In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.\n\n\t\u2022 If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.","level":3,"school":"Necromancy","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 minute","description":"You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:\n\n\t\u2022 Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.\n\n\t\u2022 The target has Disadvantage on attack rolls against you.\n\n\t\u2022 In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.\n\n\t\u2022 If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.","atHigherLevels":"Using a Higher-Level Spell Slot: If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.","prepared":false,"roll":{"base":"1d8"},"tags":["School: Necromancy","Touch Spells","Bard","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"bigbys_hand","title":"Bigby's Hand","source":"You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.\n\tThe hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.\n\tWhen you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:\n\nClenched Fist: The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.\n\nForceful Hand: The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.\n\nGrasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.\n\nInterposing Hand: The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.","level":5,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.\n\tThe hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.\n\tWhen you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:\n\nClenched Fist: The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.\n\nForceful Hand: The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.\n\nGrasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.\n\nInterposing Hand: The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.","prepared":false,"roll":{"5":"5d8","6":"6d8","7":"7d8","8":"8d8","9":"9d8"},"tags":["School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eggshell and a glove","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"blade_barrier","title":"Blade Barrier","source":"You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.\n\tAny creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn.","level":6,"school":"Evocation","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 10 minute","description":"You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.\n\tAny creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn.","atHigherLevels":"","prepared":false,"roll":{"base":"6d10"},"tags":["School: Evocation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"blade_ward","title":"Blade Ward","source":"Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.","level":0,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.","atHigherLevels":"","prepared":false,"roll":{"base":"1d4"},"tags":["School: Abjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"bless","title":"Bless","source":"You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.","prepared":false,"roll":{"base":"1d4"},"tags":["Cleric (Life Domain)","School: Enchantment","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a Holy Symbol worth 5+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"blight","title":"Blight","source":"A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.\n\tAlternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.","level":4,"school":"Necromancy","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.\n\tAlternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 4.","prepared":false,"roll":{"4":"8d8","5":"9d8","6":"10d8","7":"11d8","8":"12d8","9":"13d8"},"tags":["Druid (Circle of the Land) (Arid)","School: Necromancy","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"blinding_smite","title":"Blinding Smite","source":"The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.","level":3,"school":"Evocation","castingTime":"Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike","range":"Self","duration":"1 minute","description":"The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: The extra damage increases by 1d8 for each spell slot level above 3.","prepared":false,"roll":{"3":"3d8","4":"4d8","5":"5d8","6":"6d8","7":"7d8","8":"8d8","9":"9d8"},"tags":["School: Evocation","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"blindnessdeafness","title":"Blindness/Deafness","source":"One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","level":2,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"blink","title":"Blink","source":"Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.\n\tYou return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.","level":3,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"1 minute","description":"Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.\n\tYou return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.","atHigherLevels":"","prepared":false,"roll":{"base":"1d6"},"tags":["Warlock (Archfey Patron)","School: Transmutation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"blur","title":"Blur","source":"Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.","level":2,"school":"Illusion","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Arid)","School: Illusion","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"burning_hands","title":"Burning Hands","source":"A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the Cone that aren't being worn or carried start burning.","level":1,"school":"Evocation","castingTime":"Action","range":"15 feet","duration":"Instantaneous","description":"A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the Cone that aren't being worn or carried start burning.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"3d6","2":"4d6","3":"5d6","4":"6d6","5":"7d6","6":"8d6","7":"9d6","8":"10d6","9":"11d6"},"tags":["Cleric (Light Domain)","Druid (Circle of the Land) (Arid)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"call_lightning","title":"Call Lightning","source":"A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.\n\tWhen you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.\n\tUntil the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.\n\tIf you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.","level":3,"school":"Conjuration","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.\n\tWhen you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.\n\tUntil the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.\n\tIf you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 3.","prepared":false,"roll":{"3":"3d10","4":"4d10","5":"5d10","6":"6d10","7":"7d10","8":"8d10","9":"9d10"},"tags":["School: Conjuration","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"calm_emotions","title":"Calm Emotions","source":"Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\t\u2022 The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\n\t\u2022 The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\t\u2022 The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\n\t\u2022 The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Archfey Patron)","School: Enchantment","Bard","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"chain_lightning","title":"Chain Lightning","source":"You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\n\tEach target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.","level":6,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\n\tEach target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: One additional bolt leaps from the first target to another target for each spell slot level above 6.","prepared":false,"roll":{"base":"10d8"},"tags":["School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"three silver pins","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"charm_monster","title":"Charm Monster","source":"One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.","level":4,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"1 hour","description":"One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 4.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","School: Enchantment","Bard","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"charm_person","title":"Charm Person","source":"One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"1 hour","description":"One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Ranger (Fey Wanderer)","School: Enchantment","Bard","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"chill_touch","title":"Chill Touch","source":"Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.\n\nCantrip Upgrade: The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).","level":0,"school":"Necromancy","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.\n\nCantrip Upgrade: The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).","atHigherLevels":"","prepared":false,"roll":{"0":"1d10","5":"2d10","11":"3d10","17":"4d10","base":"1d10"},"tags":["School: Necromancy","Touch Spells","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"chromatic_orb","title":"Chromatic Orb","source":"You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.\n\tIf you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.","level":1,"school":"Evocation","castingTime":"Action","range":"90 feet","duration":"Instantaneous","description":"You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.\n\tIf you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.","prepared":false,"roll":{"1":"3d8","2":"4d8","3":"5d8","4":"6d8","5":"7d8","6":"8d8","7":"9d8","8":"10d8","9":"11d8"},"tags":["Sorcerer (Draconic Sorcery)","School: Evocation","Sorcerer","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a diamond worth 50+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"circle_of_death","title":"Circle of Death","source":"Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.","level":6,"school":"Necromancy","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 2d8 for each spell slot level above 6.","prepared":false,"roll":{"6":"8d8","7":"10d8","8":"12d8","9":"14d8"},"tags":["School: Necromancy","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"the powder of a crushed black pearl worth 500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"circle_of_power","title":"Circle of Power","source":"An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.","level":5,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 10 minute","description":"An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"clairvoyance","title":"Clairvoyance","source":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","level":3,"school":"Divination","castingTime":"10 minute","range":"1 Miles","duration":"Concentration, up to 10 minute","description":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Great Old One Patron)","School: Divination","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"clone","title":"Clone","source":"You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.\n\tIf the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.","level":8,"school":"Necromancy","castingTime":"1 hour","range":"Touch","duration":"Instantaneous","description":"You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.\n\tIf the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Touch Spells","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"cloud_of_daggers","title":"Cloud of Daggers","source":"You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.\n\tOn your later turns, you can take a Magic action to teleport the Cube up to 30 feet.","level":2,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.\n\tOn your later turns, you can take a Magic action to teleport the Cube up to 30 feet.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 2d4 for each spell slot level above 2.","prepared":false,"roll":{"2":"4d4","3":"5d4","4":"6d4","5":"7d4","6":"8d4","7":"9d4","8":"10d4","9":"11d4"},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a sliver of glass","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"cloudkill","title":"Cloudkill","source":"You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\n\tEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\tThe Sphere moves 10 feet away from you at the start of each of your turns.","level":5,"school":"Conjuration","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\n\tEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\tThe Sphere moves 10 feet away from you at the start of each of your turns.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 5.","prepared":false,"roll":{"5":"5d8","6":"6d8","7":"7d8","8":"8d8","9":"9d8"},"tags":["School: Conjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"color_spray","title":"Color Spray","source":"You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.","level":1,"school":"Illusion","castingTime":"Action","range":"15 feet","duration":"Instantaneous","description":"You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of colorful sand","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"command","title":"Command","source":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","level":1,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","atHigherLevels":"Using a Higher-Level Spell Slot: You can affect one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","Warlock (Fiend Patron)","School: Enchantment","Bard","Cleric","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"commune","title":"Commune","source":"You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\tDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","level":5,"school":"Divination","castingTime":"1 minute","range":"Self","duration":"1 minute","description":"You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\tDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","School: Divination","Ritual Caster","Cleric"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"commune_with_nature","title":"Commune with Nature","source":"You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\n\tChoose three of the following facts; you learn those facts as they pertain to the spell's area:\n\n\t\u2022 Locations of settlements\n\n\t\u2022 Locations of portals to other planes of existence\n\n\t\u2022 Location of one Challenge Rating 10+ creature (DM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\n\n\t\u2022 The most prevalent kind of plant, mineral, or Beast (you choose which to learn)\n\n\t\u2022 Locations of bodies of water\n\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.","level":5,"school":"Divination","castingTime":"1 minute","range":"Self","duration":"1 minute","description":"You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.\n\tChoose three of the following facts; you learn those facts as they pertain to the spell's area:\n\n\t\u2022 Locations of settlements\n\n\t\u2022 Locations of portals to other planes of existence\n\n\t\u2022 Location of one Challenge Rating 10+ creature (DM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead\n\n\t\u2022 The most prevalent kind of plant, mineral, or Beast (you choose which to learn)\n\n\t\u2022 Locations of bodies of water\n\nFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of the Ancients)","School: Divination","Ritual Caster","Druid","Ranger"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"compelled_duel","title":"Compelled Duel","source":"You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.\n\tThe spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.","level":1,"school":"Enchantment","castingTime":"Bonus Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.\n\tThe spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Enchantment","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"comprehend_languages","title":"Comprehend Languages","source":"For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.","level":1,"school":"Divination","castingTime":"Action","range":"Self","duration":"1 hour","description":"For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of soot and salt","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"compulsion","title":"Compulsion","source":"Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.\n\tFor the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.","level":4,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.\n\tFor the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Glory)","School: Enchantment","Bard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"cone_of_cold","title":"Cone of Cold","source":"You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.","level":5,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 5.","prepared":false,"roll":{"5":"8d8","6":"9d8","7":"10d8","8":"11d8","9":"12d8"},"tags":["Druid (Circle of the Land) (Polar)","School: Evocation","Druid","Sorcerer","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a small crystal or glass cone","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"confusion","title":"Confusion","source":"Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\n\nConfused Actions:\n1d10 | Behavior for the Turn\n1 | The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.\n2-6 | The target doesn't move or take actions.\n7-8 | The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\n9-10 | The target chooses its behavior.\n\nAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.","level":4,"school":"Enchantment","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\n\nConfused Actions:\n1d10 | Behavior for the Turn\n1 | The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.\n2-6 | The target doesn't move or take actions.\n7-8 | The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\n9-10 | The target chooses its behavior.\n\nAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: The Sphere's radius increases by 5 feet for each spell slot level above 4.","prepared":false,"roll":{"base":"1d4"},"tags":["Cleric (Trickery Domain)","Warlock (Great Old One Patron)","School: Enchantment","Bard","Druid","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"three nut shells","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"conjure_animals","title":"Conjure Animals","source":"You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.\n\tYou have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.\n\tWhenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.","level":3,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.\n\tYou have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.\n\tWhenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 3.","prepared":false,"roll":{"3":"3d10","4":"4d10","5":"5d10","6":"6d10","7":"7d10","8":"8d10","9":"9d10"},"tags":["Druid (Circle of the Moon)","School: Conjuration","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"conjure_barrage","title":"Conjure Barrage","source":"You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.","level":3,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 3.","prepared":false,"roll":{"3":"5d8","4":"6d8","5":"7d8","6":"8d8","7":"9d8","8":"10d8","9":"11d8"},"tags":["School: Conjuration","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a Melee or Ranged weapon worth at least 1 CP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"conjure_celestial","title":"Conjure Celestial","source":"You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:\n\nHealing Light: The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.\n\nSearing Light: The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.","level":7,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 10 minute","description":"You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:\n\nHealing Light: The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.\n\nSearing Light: The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing and damage increase by 1d12 for each spell slot level above 7.","prepared":false,"roll":{"7":"4d12+SPELL","8":"5d12+%0","9":"6d12+%0"},"tags":["School: Conjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"conjure_elemental","title":"Conjure Elemental","source":"You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.\n\tWhenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.","level":5,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.\n\tWhenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 5.","prepared":false,"roll":{"5":"8d8","6":"9d8","7":"10d8","8":"11d8","9":"12d8"},"tags":["Druid (Circle of the Sea)","School: Conjuration","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"conjure_fey","title":"Conjure Fey","source":"You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.\n\tAs a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.","level":6,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.\n\tAs a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d12 for each spell slot level above 6.","prepared":false,"roll":{"6":"3d12","7":"4d12","8":"5d12","9":"6d12"},"tags":["School: Conjuration","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"conjure_minor_elementals","title":"Conjure Minor Elementals","source":"You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).\n\tIn addition, the ground in the Emanation is Difficult Terrain for your enemies.","level":4,"school":"Conjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 10 minute","description":"You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).\n\tIn addition, the ground in the Emanation is Difficult Terrain for your enemies.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 4.","prepared":false,"roll":{"4":"2d8","5":"3d8","6":"4d8","7":"5d8","8":"6d8","9":"7d8"},"tags":["School: Conjuration","Druid","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"conjure_volley","title":"Conjure Volley","source":"You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.","level":5,"school":"Conjuration","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.","atHigherLevels":"","prepared":false,"roll":{"base":"8d8"},"tags":["School: Conjuration","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a Melee or Ranged weapon worth at least 1 CP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"conjure_woodland_beings","title":"Conjure Woodland Beings","source":"You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.\n\tIn addition, you can take the Disengage action as a Bonus Action for the spell's duration.","level":4,"school":"Conjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 10 minute","description":"You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.\n\tIn addition, you can take the Disengage action as a Bonus Action for the spell's duration.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 4.","prepared":false,"roll":{"4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["School: Conjuration","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"contact_other_plane","title":"Contact Other Plane","source":"You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\n\tOn a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.","level":5,"school":"Divination","castingTime":"1 minute","range":"Self","duration":"1 minute","description":"You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\n\tOn a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.","atHigherLevels":"","prepared":false,"roll":{"base":"6d6"},"tags":["School: Divination","Ritual Caster","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"contagion","title":"Contagion","source":"Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.\n\tThe target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.\n\tWhenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it.","level":5,"school":"Necromancy","castingTime":"Action","range":"Touch","duration":"7 day","description":"Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.\n\tThe target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.\n\tWhenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it.","atHigherLevels":"","prepared":false,"roll":{"base":"11d8"},"tags":["School: Necromancy","Touch Spells","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"contingency","title":"Contingency","source":"Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.\n\tThe contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.\n\tThe contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.","level":6,"school":"Abjuration","castingTime":"10 minute","range":"Self","duration":"10 day","description":"Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell\u2014called the contingent spell\u2014as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.\n\tThe contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.\n\tThe contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a gem-encrusted statuette of yourself worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"continual_flame","title":"Continual Flame","source":"A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.","level":2,"school":"Evocation","castingTime":"Action","range":"Touch","duration":"","description":"A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Evocation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"ruby dust worth 50+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_water","title":"Control Water","source":"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 chance of capsizing.\n\tThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water: You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool: You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","level":4,"school":"Transmutation","castingTime":"Action","range":"300 feet","duration":"Concentration, up to 10 minute","description":"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 chance of capsizing.\n\tThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water: You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool: You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{"base":"2d8"},"tags":["Druid (Circle of the Sea)","School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mixture of water and dust","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_weather","title":"Control Weather","source":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","level":8,"school":"Transmutation","castingTime":"10 minute","range":"5 Miles","duration":"Concentration, up to 8 hour","description":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","atHigherLevels":"","prepared":false,"roll":{"base":"1d4x10"},"tags":["School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"cordon_of_arrows","title":"Cordon of Arrows","source":"You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can't be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.\n\tWhen you cast this spell, you can designate any creatures you choose, and the spell ignores them.","level":2,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"8 hour","description":"You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can't be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.\n\tWhen you cast this spell, you can designate any creatures you choose, and the spell ignores them.","atHigherLevels":"Using a Higher-Level Spell Slot: The amount of ammunition that can be affected increases by two for each spell slot level above 2.","prepared":false,"roll":{"base":"2d4"},"tags":["School: Transmutation","Touch Spells","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"four or more arrows or bolts","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"counterspell","title":"Counterspell","source":"You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.","level":3,"school":"Abjuration","castingTime":"1 reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components","range":"60 feet","duration":"Instantaneous","description":"You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"create_food_and_water","title":"Create Food and Water","source":"You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.","level":3,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"create_or_destroy_water","title":"Create or Destroy Water","source":"You do one of the following:\n\nCreate Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\n\nDestroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.","level":1,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You do one of the following:\n\nCreate Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\n\nDestroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.","atHigherLevels":"Using a Higher-Level Spell Slot: You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mix of water and sand","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"create_undead","title":"Create Undead","source":"You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).\n\tAs a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\n\tThe 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 before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.","level":6,"school":"Necromancy","castingTime":"1 minute","range":"10 feet","duration":"Instantaneous","description":"You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).\n\tAs a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\n\tThe 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 before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.","atHigherLevels":"Using a Higher-Level Spell Slot: If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.","prepared":false,"roll":{},"tags":["School: Necromancy","Cleric","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"one 150+ GP black onyx stone for each corpse","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"creation","title":"Creation","source":"You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.\n\tThe spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.\n\nMaterials:\nMaterial | Duration\nVegetable matter | 24 hours\nStone or crystal | 12 hours\nPrecious metals | 1 hour\nGems | 10 minutes\nAdamantine or mithral | 1 minute","level":5,"school":"Illusion","castingTime":"1 minute","range":"30 feet","duration":"","description":"You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.\n\tThe spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.\n\nMaterials:\nMaterial | Duration\nVegetable matter | 24 hours\nStone or crystal | 12 hours\nPrecious metals | 1 hour\nGems | 10 minutes\nAdamantine or mithral | 1 minute","atHigherLevels":"Using a Higher-Level Spell Slot: The Cube increases by 5 feet for each spell slot level above 5.","prepared":false,"roll":{},"tags":["School: Illusion","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a paintbrush","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"crown_of_madness","title":"Crown of Madness","source":"One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.\n\tA spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.\n\tOn your later turns, you must take the Magic action to maintain control of the target, or the spell ends.","level":2,"school":"Enchantment","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.\n\tA spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.\n\tOn your later turns, you must take the Magic action to maintain control of the target, or the spell ends.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"crusaders_mantle","title":"Crusader's Mantle","source":"You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.","level":3,"school":"Evocation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.","atHigherLevels":"","prepared":false,"roll":{"base":"1d4"},"tags":["Cleric (War Domain)","School: Evocation","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"cure_wounds","title":"Cure Wounds","source":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 2d8 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d8+SPELL","2":"4d8+SPELL","3":"6d8+SPELL","4":"8d8+SPELL","5":"10d8+%0","6":"12d8+SPELL","7":"14d8+SPELL","8":"16d8+SPELL","9":"18d8+SPELL"},"tags":["Cleric (Life Domain)","Druid (Circle of the Moon)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dancing_lights","title":"Dancing Lights","source":"You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\tAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.","level":0,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\tAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of phosphorus","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"darkness","title":"Darkness","source":"For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\tAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\tIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.","level":2,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\tAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\tIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Evocation","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"bat fur and a piece of coal","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"darkvision","title":"Darkvision","source":"For the duration, a willing creature you touch has Darkvision with a range of 150 feet.","level":2,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"8 hour","description":"For the duration, a willing creature you touch has Darkvision with a range of 150 feet.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a dried carrot","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"daylight","title":"Daylight","source":"For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.\n\tAlternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.\n\tIf any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.","level":3,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"1 hour","description":"For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.\n\tAlternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.\n\tIf any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Warlock (Celestial Patron)","School: Evocation","Cleric","Druid","Ranger","Sorcerer","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"death_ward","title":"Death Ward","source":"You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.\n\tIf the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.","level":4,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"8 hour","description":"You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.\n\tIf the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","School: Abjuration","Touch Spells","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"delayed_blast_fireball","title":"Delayed Blast Fireball","source":"A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.\n\tThe spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.\n\tIf a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.\n\tWhen the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.","level":7,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Concentration, up to 1 minute","description":"A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.\n\tThe spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.\n\tIf a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.\n\tWhen the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.","atHigherLevels":"Using a Higher-Level Spell Slot: The base damage increases by 1d6 for each spell slot level above 7.","prepared":false,"roll":{"7":"12d6","8":"13d6","9":"14d6"},"tags":["School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a ball of bat guano and sulfur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"demiplane","title":"Demiplane","source":"You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).\n\tWhen the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space.\n\tEach time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.","level":8,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"1 hour","description":"You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).\n\tWhen the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space.\n\tEach time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"destructive_wave","title":"Destructive Wave","source":"Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.","level":5,"school":"Evocation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.","atHigherLevels":"","prepared":false,"roll":{"base":"5d6+5d6"},"tags":["School: Evocation","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_poison_and_disease","title":"Detect Poison and Disease","source":"For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Cleric","Druid","Ranger","Paladin"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a yew leaf","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dimension_door","title":"Dimension Door","source":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","level":4,"school":"Conjuration","castingTime":"Action","range":"500 feet","duration":"Instantaneous","description":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","atHigherLevels":"","prepared":false,"roll":{"base":"4d6"},"tags":["Cleric (Trickery Domain)","Paladin (Oath of Vengeance)","Ranger (Fey Wanderer)","School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"disguise_self","title":"Disguise Self","source":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","level":1,"school":"Illusion","castingTime":"Action","range":"Self","duration":"1 hour","description":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Ranger (Gloom Stalker)","School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"disintegrate","title":"Disintegrate","source":"You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.\n\tA creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.\n\tThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.","level":6,"school":"Transmutation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.\n\tA creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.\n\tThis spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 3d6 for each spell slot level above 6.","prepared":false,"roll":{"6":"10d6+40","7":"13d6+40","8":"16d6+40","9":"19d6+40"},"tags":["School: Transmutation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a lodestone and dust","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_evil_and_good","title":"Dispel Evil and Good","source":"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment: As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal: As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","level":5,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment: As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal: As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"powdered silver and iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_magic","title":"Dispel Magic","source":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","level":3,"school":"Abjuration","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dissonant_whispers","title":"Dissonant Whispers","source":"One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.","level":1,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"3d6","2":"4d6","3":"5d6","4":"6d6","5":"7d6","6":"8d6","7":"9d6","8":"10d6","9":"11d6"},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Enchantment","Bard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"divination","title":"Divination","source":"This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","level":4,"school":"Divination","castingTime":"Action","range":"Self","duration":"Instantaneous","description":"This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Cleric","Druid","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"incense worth 25+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"divine_favor","title":"Divine Favor","source":"Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.","level":1,"school":"Transmutation","castingTime":"Bonus Action","range":"Touch","duration":"1 minute","description":"Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.","atHigherLevels":"","prepared":false,"roll":{"base":"1d4"},"tags":["School: Transmutation","Touch Spells","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"divine_smite","title":"Divine Smite","source":"The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.","level":1,"school":"Transmutation","castingTime":"Bonus Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike","range":"Self","duration":"Instantaneous","description":"The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d8","2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["School: Transmutation","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"divine_word","title":"Divine Word","source":"You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\n\nDivine Word Effects:\nHit Points | Effect\n0-20 | The target dies.\n21-30 | The target has the Blinded, Deafened, and Stunned conditions for 1 hour.\n31-40 | The target has the Blinded and Deafened conditions for 10 minutes.\n41-50 | The target has the Deafened condition for 1 minute.","level":7,"school":"Evocation","castingTime":"Bonus Action","range":"30 feet","duration":"Instantaneous","description":"You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\n\nDivine Word Effects:\nHit Points | Effect\n0-20 | The target dies.\n21-30 | The target has the Blinded, Deafened, and Stunned conditions for 1 hour.\n31-40 | The target has the Blinded and Deafened conditions for 10 minutes.\n41-50 | The target has the Deafened condition for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Evocation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dominate_beast","title":"Dominate Beast","source":"One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\tYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"Attack that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\tYou can command the target to take a Reaction but must take your own Reaction to do so.","level":4,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\tYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"Attack that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\tYou can command the target to take a Reaction but must take your own Reaction to do so.","atHigherLevels":"Using a Higher-Level Spell Slot: Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).","prepared":false,"roll":{},"tags":["Warlock (Archfey Patron)","School: Enchantment","Druid","Ranger","Sorcerer"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dominate_monster","title":"Dominate Monster","source":"One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\tYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"Attack that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\tYou can command the target to take a Reaction but must take your own Reaction to do so.","level":8,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 hour","description":"One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\tYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"Attack that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\tYou can command the target to take a Reaction but must take your own Reaction to do so.","atHigherLevels":"Using a Higher-Level Spell Slot: Your Concentration can last longer with a level 9 spell slot (up to 8 hours).","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dominate_person","title":"Dominate Person","source":"One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\tYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"Attack that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\tYou can command the target to take a Reaction but must take your own Reaction to do so.","level":5,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\tYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"Attack that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\tYou can command the target to take a Reaction but must take your own Reaction to do so.","atHigherLevels":"Using a Higher-Level Spell Slot: Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Warlock (Archfey Patron)","School: Enchantment","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dragons_breath","title":"Dragon's Breath","source":"You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.","level":2,"school":"Transmutation","castingTime":"Bonus Action","range":"Touch","duration":"Concentration, up to 1 minute","description":"You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 2.","prepared":false,"roll":{"2":"3d6","3":"4d6","4":"5d6","5":"6d6","6":"7d6","7":"8d6","8":"9d6","9":"10d6"},"tags":["Sorcerer (Draconic Sorcery)","School: Transmutation","Touch Spells","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a hot pepper","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"drawmijs_instant_summons","title":"Drawmij's Instant Summons","source":"You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire.\n\tThereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.\n\tIf another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.","level":6,"school":"Conjuration","castingTime":"1 minute","range":"Touch","duration":"","description":"You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire.\n\tThereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.\n\tIf another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a sapphire worth 1,000+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dream","title":"Dream","source":"You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\n\tIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\n\tIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\n\tYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.","level":5,"school":"Illusion","castingTime":"1 minute","range":"Self","duration":"8 hour","description":"You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\n\tIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\n\tIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\n\tYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.","atHigherLevels":"","prepared":false,"roll":{"base":"3d6"},"tags":["School: Illusion","Bard","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a handful of sand","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"druidcraft","title":"Druidcraft","source":"Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"earthquake","title":"Earthquake","source":"Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\n\tWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\n\tYou can also cause the effects below.\n\nFissures: A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 x 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\n\nStructures: The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\n\tA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.","level":8,"school":"Transmutation","castingTime":"Action","range":"500 feet","duration":"Concentration, up to 1 minute","description":"Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.\n\tWhen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.\n\tYou can also cause the effects below.\n\nFissures: A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 x 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.\n\nStructures: The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.\n\tA creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.","atHigherLevels":"","prepared":false,"roll":{"base":"12d6"},"tags":["School: Transmutation","Cleric","Druid","Sorcerer"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a fractured rock","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"eldritch_blast","title":"Eldritch Blast","source":"You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.\n\nCantrip Upgrade: The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.","level":0,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.\n\nCantrip Upgrade: The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.","atHigherLevels":"","prepared":false,"roll":{"base":"1d10+SPELL"},"tags":["School: Evocation","Warlock"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"elemental_weapon","title":"Elemental Weapon","source":"A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.","atHigherLevels":"Using a Higher-Level Spell Slot: If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.","prepared":false,"roll":{"3":"1d4","5":"2d4","7":"3d4"},"tags":["School: Transmutation","Touch Spells","Druid","Ranger","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"elementalism","title":"Elementalism","source":"You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Sorcerer","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"enhance_ability","title":"Enhance Ability","source":"You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.","level":2,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.","prepared":false,"roll":{},"tags":["Paladin (Oath of Glory)","School: Transmutation","Touch Spells","Bard","Cleric","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"fur or a feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"enlargereduce","title":"Enlarge/Reduce","source":"For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\n\tEverything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\n\nEnlarge:\tThe target's size increases by one category\u2014from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\n\nReduce: The target's size decreases by one category\u2014from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).","level":2,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.\n\tEverything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.\n\nEnlarge:\tThe target's size increases by one category\u2014from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.\n\nReduce: The target's size decreases by one category\u2014from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).","atHigherLevels":"","prepared":false,"roll":{"base":"1d4"},"tags":["School: Transmutation","Bard","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of powdered iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"ensnaring_strike","title":"Ensnaring Strike","source":"As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.\n\tWhile Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.","level":1,"school":"Conjuration","castingTime":"Bonus Action, which you take immediately after hitting a creature with a weapon","range":"Self","duration":"Concentration, up to 1 minute","description":"As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.\n\tWhile Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"1d6","2":"2d6","3":"3d6","4":"4d6","5":"5d6","6":"6d6","7":"7d6","8":"8d6","9":"9d6"},"tags":["Paladin (Oath of the Ancients)","School: Conjuration","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"entangle","title":"Entangle","source":"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","level":1,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"enthrall","title":"Enthrall","source":"You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"1 minute","description":"You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Warlock"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"etherealness","title":"Etherealness","source":"You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\n\tWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\n\tWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\n\tThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.","level":7,"school":"Conjuration","castingTime":"Action","range":"Self","duration":"8 hour","description":"You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\n\tWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\n\tWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\n\tThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Cleric","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"evards_black_tentacles","title":"Evard's Black Tentacles","source":"Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.\n\tEach creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.\n\tA Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.","level":4,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.\n\tEach creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.\n\tA Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.","atHigherLevels":"","prepared":false,"roll":{"base":"3d6"},"tags":["Sorcerer (Aberrant Sorcery)","School: Conjuration","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a tentacle","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"expeditious_retreat","title":"Expeditious Retreat","source":"You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.","level":1,"school":"Transmutation","castingTime":"Bonus Action","range":"Self","duration":"Concentration, up to 10 minute","description":"You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"eyebite","title":"Eyebite","source":"For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.\n\tOn each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.\n\nAsleep: The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.\n\nPanicked: The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.\n\nSickened: The target has the Poisoned condition.","level":6,"school":"Necromancy","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.\n\tOn each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.\n\nAsleep: The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.\n\nPanicked: The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.\n\nSickened: The target has the Poisoned condition.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fabricate","title":"Fabricate","source":"You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.\n\tChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.\n\tCreatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill\u2014such as weapons and armor\u2014unless you have proficiency with the type of Artisan's Tools used to craft such objects.","level":4,"school":"Transmutation","castingTime":"10 minute","range":"120 feet","duration":"Instantaneous","description":"You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.\n\tChoose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.\n\tCreatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill\u2014such as weapons and armor\u2014unless you have proficiency with the type of Artisan's Tools used to craft such objects.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"faerie_fire","title":"Faerie Fire","source":"Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\n\tAttack rolls against an affected creature or object have Advantage if the attacker can see it.","level":1,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\n\tAttack rolls against an affected creature or object have Advantage if the attacker can see it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Warlock (Archfey Patron)","School: Evocation","Bard","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"false_life","title":"False Life","source":"You gain 2d4 + 4 Temporary Hit Points.","level":1,"school":"Necromancy","castingTime":"Action","range":"Self","duration":"Instantaneous","description":"You gain 2d4 + 4 Temporary Hit Points.","atHigherLevels":"Using a Higher-Level Spell Slot: You gain 5 additional Temporary Hit Points for each spell slot level above 1.","prepared":false,"roll":{"1":"2d4+4","2":"2d4+4+5","3":"2d4+4+10","4":"2d4+4+15","5":"2d4+4+20","6":"2d4+4+25","7":"2d4+4+30","8":"2d4+4+35","9":"2d4+4+40"},"tags":["School: Necromancy","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop of alcohol","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fear","title":"Fear","source":"Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.\n\tA Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.","level":3,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.\n\tA Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Ranger (Gloom Stalker)","Sorcerer (Draconic Sorcery)","School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a white feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"feather_fall","title":"Feather Fall","source":"Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.","level":1,"school":"Transmutation","castingTime":"1 reaction, which you take when you or a creature you can see within 60 feet of you falls","range":"60 feet","duration":"1 minute","description":"Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a small feather or piece of down","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"feign_death","title":"Feign Death","source":"You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\n\tFor the duration, the target appears dead to outward inspection and to spells used to determine the target's status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.\n\tThe target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.","level":3,"school":"Necromancy","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.\n\tFor the duration, the target appears dead to outward inspection and to spells used to determine the target's status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.\n\tThe target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Ritual Caster","Touch Spells","Bard","Cleric","Druid","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of graveyard dirt","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"find_familiar","title":"Find Familiar","source":"You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.\n\nTelepathic Connection: While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\n\tFinally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.\n\nCombat: The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\n\nDisappearance of the Familiar: When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\n\nOne Familiar Only: You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.","level":1,"school":"Conjuration","castingTime":"1 hour","range":"10 feet","duration":"Instantaneous","description":"You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.\n\nTelepathic Connection: While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\n\tFinally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.\n\nCombat: The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\n\nDisappearance of the Familiar: When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\n\nOne Familiar Only: You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Ritual Caster","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense worth 10+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"find_steed","title":"Find Steed","source":"You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\n\tThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type\u2014Celestial, Fey, or Fiend\u2014which determines certain traits in the stat block.\n\nCombat: The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\n\nDisappearance of the Steed: The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.","level":2,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.\n\tThe steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type\u2014Celestial, Fey, or Fiend\u2014which determines certain traits in the stat block.\n\nCombat: The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.\n\nDisappearance of the Steed: The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.","atHigherLevels":"Using a Higher-Level Spell Slot: Use the spell slot's level for the spell's level in the stat block.","prepared":false,"roll":{},"tags":["School: Conjuration","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"find_the_path","title":"Find the Path","source":"You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as \"a green dragon's lair\").\n\tFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.","level":6,"school":"Divination","castingTime":"1 minute","range":"Self","duration":"Concentration, up to 1 day","description":"You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as \"a green dragon's lair\").\n\tFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Bard","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a set of divination tools\u2014such as cards or runes\u2014worth 100+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"find_traps","title":"Find Traps","source":"You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\n\tThis spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.","level":2,"school":"Divination","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.\n\tThis spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"finger_of_death","title":"Finger of Death","source":"You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.\n\tA Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.","level":7,"school":"Necromancy","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.\n\tA Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.","atHigherLevels":"","prepared":false,"roll":{"base":"7d8+30"},"tags":["School: Necromancy","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fire_bolt","title":"Fire Bolt","source":"You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.\n\nCantrip Upgrade: The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).","level":0,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.\n\nCantrip Upgrade: The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).","atHigherLevels":"","prepared":false,"roll":{"0":"1d10","5":"2d10","11":"3d10","17":"4d10","base":"1d10"},"tags":["Druid (Circle of the Land) (Arid)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fire_shield","title":"Fire Shield","source":"Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\n\tThe flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.\n\tIn addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.","level":4,"school":"Evocation","castingTime":"Action","range":"Self","duration":"10 minute","description":"Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.\n\tThe flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.\n\tIn addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.","atHigherLevels":"","prepared":false,"roll":{"base":"2d8"},"tags":["Cleric (War Domain)","Warlock (Fiend Patron)","School: Evocation","Druid","Sorcerer","Wizard","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of phosphorus or a firefly","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fire_storm","title":"Fire Storm","source":"A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","level":7,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","atHigherLevels":"","prepared":false,"roll":{"base":"7d10"},"tags":["School: Evocation","Cleric","Druid","Sorcerer"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fireball","title":"Fireball","source":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","level":3,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Cleric (Light Domain)","Druid (Circle of the Land) (Arid)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a ball of bat guano and sulfur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"flame_blade","title":"Flame Blade","source":"You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.\n\tAs a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.\n\tThe flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.","level":2,"school":"Evocation","castingTime":"Bonus Action","range":"Self","duration":"Concentration, up to 10 minute","description":"You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.\n\tAs a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.\n\tThe flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 2.","prepared":false,"roll":{"2":"3d6+SPELL","3":"4d6+SPELL","4":"5d6+SPELL","5":"6d6+SPELL","6":"7d6+SPELL","7":"8d6+SPELL","8":"9d6+SPELL","9":"10d6+SPELL"},"tags":["School: Evocation","Druid","Sorcerer"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a sumac leaf","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"flame_strike","title":"Flame Strike","source":"A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.","level":5,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.","prepared":false,"roll":{"5":"5d6+5d6","6":"6d6+6d6","7":"7d6+7d6","8":"8d6+8d6","9":"9d6+9d6"},"tags":["Cleric (Light Domain)","Paladin (Oath of Devotion)","School: Evocation","Cleric","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of sulfur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"flaming_sphere","title":"Flaming Sphere","source":"You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.\n\tAs a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.\n\tWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.","level":2,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.\n\tAs a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.\n\tWhen you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 2.","prepared":false,"roll":{"2":"2d6","3":"3d6","4":"4d6","5":"5d6","6":"6d6","7":"7d6","8":"8d6","9":"9d6"},"tags":["School: Conjuration","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a ball of wax","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"flesh_to_stone","title":"Flesh to Stone","source":"You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.\n\tA Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n\tIf you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.","level":6,"school":"Transmutation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.\n\tA Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n\tIf you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a cockatrice feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fly","title":"Fly","source":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 10 minute","description":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fog_cloud","title":"Fog Cloud","source":"You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.","level":1,"school":"Conjuration","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 hour","description":"You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.","atHigherLevels":"Using a Higher-Level Spell Slot: The fog's radius increases by 20 feet for each spell slot level above 1.","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Polar)","Druid (Circle of the Sea)","School: Conjuration","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"forbiddance","title":"Forbiddance","source":"You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.\n\tIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).\n\tYou can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.\n\tThe spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.","level":6,"school":"Abjuration","castingTime":"10 minute","range":"Touch","duration":"1 day","description":"You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.\n\tIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).\n\tYou can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.\n\tThe spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.","atHigherLevels":"","prepared":false,"roll":{"base":"5d10"},"tags":["School: Abjuration","Ritual Caster","Touch Spells","Cleric"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"ruby dust worth 1,000+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"forcecage","title":"Forcecage","source":"An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\n\tA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n\tWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.\n\tA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\tThis spell can't be dispelled by Dispel Magic.","level":7,"school":"Evocation","castingTime":"Action","range":"100 feet","duration":"Concentration, up to 1 hour","description":"An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\n\tA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n\tWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.\n\tA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\tThis spell can't be dispelled by Dispel Magic.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Evocation","Bard","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"ruby dust worth 1,500+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"foresight","title":"Foresight","source":"You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.","level":9,"school":"Divination","castingTime":"1 minute","range":"Touch","duration":"8 hour","description":"You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Touch Spells","Bard","Druid","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a hummingbird feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fount_of_moonlight","title":"Fount of Moonlight","source":"A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\tUntil the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.\n\tIn addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.","level":4,"school":"Evocation","castingTime":"Action","range":"Self","duration":"Concentration, up to 10 minute","description":"A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\tUntil the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.\n\tIn addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.","atHigherLevels":"","prepared":false,"roll":{"base":"2d6"},"tags":["Druid (Circle of the Moon)","School: Evocation","Bard","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"freedom_of_movement","title":"Freedom of Movement","source":"You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.\n\tIn addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.","level":4,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.\n\tIn addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 4.","prepared":false,"roll":{},"tags":["Cleric (War Domain)","Druid (Circle of the Land) (Temperate)","Paladin (Oath of Devotion)","Paladin (Oath of Glory)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a leather strap","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"friends","title":"Friends","source":"You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.\n\tThe spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.","level":0,"school":"Enchantment","castingTime":"Action","range":"10 feet","duration":"Concentration, up to 1 minute","description":"You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.\n\tThe spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"some makeup","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"gaseous_form","title":"Gaseous Form","source":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of gauze","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"gate","title":"Gate","source":"You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it.\n\tThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\n\tDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\n\tWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.","level":9,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it.\n\tThe portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.\n\tDeities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.\n\tWhen you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Cleric","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a diamond worth 5,000+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"geas","title":"Geas","source":"You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\tWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\tYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\tA Remove Curse, Greater Restoration, or Wish spell ends this spell.","level":5,"school":"Enchantment","castingTime":"1 minute","range":"60 feet","duration":"30 day","description":"You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\tWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\tYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\tA Remove Curse, Greater Restoration, or Wish spell ends this spell.","atHigherLevels":"Using a Higher-Level Spell Slot: If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.","prepared":false,"roll":{"base":"5d10"},"tags":["Warlock (Fiend Patron)","School: Enchantment","Bard","Cleric","Druid","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"gentle_repose","title":"Gentle Repose","source":"You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.\n\tThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.","level":2,"school":"Necromancy","castingTime":"Action","range":"Touch","duration":"10 day","description":"You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.\n\tThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Ritual Caster","Touch Spells","Cleric","Wizard","Paladin"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"2 Copper Pieces, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"giant_insect","title":"Giant Insect","source":"You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","level":4,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","atHigherLevels":"Using a Higher-Level Spell Slot: Use the spell slot's level for the spell's level in the stat block.","prepared":false,"roll":{},"tags":["School: Conjuration","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"glibness","title":"Glibness","source":"Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.","level":8,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"1 hour","description":"Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Warlock"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"globe_of_invulnerability","title":"Globe of Invulnerability","source":"An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.\n\tAny spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.","level":6,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.\n\tAny spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.","atHigherLevels":"Using a Higher-Level Spell Slot: The barrier blocks spells of 1 level higher for each spell slot level above 6.","prepared":false,"roll":{},"tags":["School: Abjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a glass bead","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"glyph_of_warding","title":"Glyph of Warding","source":"You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\tThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\tWhen you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below.\n\nSet the Trigger: You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.\n\tYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nExplosive Rune: When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.\n\nSpell Glyph: You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.\n\tWhen the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.","level":3,"school":"Abjuration","castingTime":"1 hour","range":"Touch","duration":"","description":"You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\tThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\tWhen you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below.\n\nSet the Trigger: You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.\n\tYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nExplosive Rune: When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.\n\nSpell Glyph: You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.\n\tWhen the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.","prepared":false,"roll":{"3":"5d8","4":"6d8","5":"7d8","6":"8d8","7":"9d8","8":"10d8","9":"11d8"},"tags":["School: Abjuration","Bard","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"powdered diamond worth 200+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"goodberry","title":"Goodberry","source":"Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.\n\tUneaten berries disappear when the spell ends.","level":1,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"24 hour","description":"Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.\n\tUneaten berries disappear when the spell ends.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a sprig of mistletoe","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"grasping_vine","title":"Grasping Vine","source":"You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.\n\tMake a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).\n\tAs a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.","level":4,"school":"Conjuration","castingTime":"Bonus Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.\n\tMake a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).\n\tAs a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.","atHigherLevels":"Using a Higher-Level Spell Slot: The number of creatures the vine can grapple increases by one for each spell slot level above 4.","prepared":false,"roll":{"base":"4d8"},"tags":["School: Conjuration","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"grease","title":"Grease","source":"Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.\n\tWhen the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.","level":1,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"1 minute","description":"Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.\n\tWhen the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of pork rind or butter","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"greater_invisibility","title":"Greater Invisibility","source":"A creature you touch has the Invisible condition until the spell ends.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","level":4,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 minute","description":"A creature you touch has the Invisible condition until the spell ends.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Ranger (Gloom Stalker)","Warlock (Archfey Patron)","School: Illusion","Touch Spells","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"greater_restoration","title":"Greater Restoration","source":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","level":5,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"diamond dust worth 100+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"guardian_of_faith","title":"Guardian of Faith","source":"A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.\n\tAny enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.","level":4,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"8 hour","description":"A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.\n\tAny enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Warlock (Celestial Patron)","School: Conjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"guards_and_wards","title":"Guards and Wards","source":"You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\n\tWhen you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\n\tThe spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\n\nCorridors: Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\n\nDoors: All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\n\nStairs: Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.\n\nOther Spell Effect: Place one of the following magical effects within the warded area:\n\n\t\u2022 Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts\n\n\t\u2022 Magic Mouth in two locations\n\n\t\u2022 Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)\n\n\t\u2022 Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)\n\n\t\u2022 Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally","level":6,"school":"Abjuration","castingTime":"1 hour","range":"Touch","duration":"24 hour","description":"You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.\n\tWhen you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.\n\tThe spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.\n\nCorridors: Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.\n\nDoors: All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.\n\nStairs: Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.\n\nOther Spell Effect: Place one of the following magical effects within the warded area:\n\n\t\u2022 Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts\n\n\t\u2022 Magic Mouth in two locations\n\n\t\u2022 Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)\n\n\t\u2022 Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)\n\n\t\u2022 Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a silver rod worth 10+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"guidance","title":"Guidance","source":"You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.","level":0,"school":"Divination","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 minute","description":"You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.","atHigherLevels":"","prepared":false,"roll":{"base":"1d4"},"tags":["School: Divination","Touch Spells","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"guiding_bolt","title":"Guiding Bolt","source":"You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.","level":1,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"1 round","description":"You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"4d6","2":"5d6","3":"6d6","4":"7d6","5":"8d6","6":"9d6","7":"10d6","8":"11d6","9":"12d6"},"tags":["Cleric (War Domain)","Paladin (Oath of Glory)","Warlock (Celestial Patron)","School: Evocation","Cleric","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"gust_of_wind","title":"Gust of Wind","source":"A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\n\tAny creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\n\tThe gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\n\tAs a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.","level":2,"school":"Evocation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\n\tAny creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\n\tThe gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\n\tAs a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Sea)","School: Evocation","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a legume seed","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hail_of_thorns","title":"Hail of Thorns","source":"As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.","level":1,"school":"Conjuration","castingTime":"Bonus Action, which you take immediately after hitting a creature with a Ranged weapon","range":"Self","duration":"Instantaneous","description":"As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 1.","prepared":false,"roll":{"1":"1d10","2":"2d10","3":"3d10","4":"4d10","5":"5d10","6":"6d10","7":"7d10","8":"8d10","9":"9d10"},"tags":["School: Conjuration","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hallow","title":"Hallow","source":"You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.\n\nHallowed Ward: Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.\n\nExtra Effect: You bind an extra effect to the area from the list below:\n\nCourage: Creatures of any types you choose can't gain the Frightened condition while in the area.\n\nDarkness: Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.\n\nDaylight: Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.\n\nPeaceful Rest: Dead bodies interred in the area can't be turned into Undead.\n\nExtradimensional Interference: Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.\n\nFear: Creatures of any types you choose have the Frightened condition while in the area.\n\nResistance: Creatures of any types you choose have Resistance to one damage type of your choice while in the area.\n\nSilence: No sound can emanate from within the area, and no sound can reach into it.\n\nTongues: Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.\n\nVulnerability: Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.","level":5,"school":"Abjuration","castingTime":"24 hour","range":"Touch","duration":"","description":"You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.\n\nHallowed Ward: Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.\n\nExtra Effect: You bind an extra effect to the area from the list below:\n\nCourage: Creatures of any types you choose can't gain the Frightened condition while in the area.\n\nDarkness: Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.\n\nDaylight: Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.\n\nPeaceful Rest: Dead bodies interred in the area can't be turned into Undead.\n\nExtradimensional Interference: Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.\n\nFear: Creatures of any types you choose have the Frightened condition while in the area.\n\nResistance: Creatures of any types you choose have Resistance to one damage type of your choice while in the area.\n\nSilence: No sound can emanate from within the area, and no sound can reach into it.\n\nTongues: Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.\n\nVulnerability: Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"incense worth 1,000+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hallucinatory_terrain","title":"Hallucinatory Terrain","source":"You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed.\n\tThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.","level":4,"school":"Illusion","castingTime":"10 minute","range":"300 feet","duration":"24 hour","description":"You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed.\n\tThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Druid","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mushroom","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"harm","title":"Harm","source":"You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Points maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Points maximum below 1.","level":6,"school":"Necromancy","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Points maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Points maximum below 1.","atHigherLevels":"","prepared":false,"roll":{"base":"14d6"},"tags":["School: Necromancy","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"haste","title":"Haste","source":"Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.\n\tWhen the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.","level":3,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.\n\tWhen the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Glory)","Paladin (Oath of Vengeance)","School: Transmutation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a shaving of licorice root","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"heal","title":"Heal","source":"Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.","level":6,"school":"Abjuration","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 10 for each spell slot level above 6.","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"healing_word","title":"Healing Word","source":"A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.","level":1,"school":"Abjuration","castingTime":"Bonus Action","range":"60 feet","duration":"Instantaneous","description":"A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 2d4 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d4+%0","2":"4d4+%0","3":"6d4+%0","4":"8d4+%0","5":"10d4+%0","6":"12d4+%0","7":"14d4+%0","8":"16d4+%0","9":"18d4+%0"},"tags":["School: Abjuration","Bard","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"heat_metal","title":"Heat Metal","source":"Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.\n\tIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.","level":2,"school":"Transmutation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.\n\tIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 2.","prepared":false,"roll":{"2":"2d8","3":"3d8","4":"4d8","5":"5d8","6":"6d8","7":"7d8","8":"8d8","9":"9d8"},"tags":["School: Transmutation","Bard","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of iron and a flame","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hellish_rebuke","title":"Hellish Rebuke","source":"The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.","level":1,"school":"Evocation","castingTime":"1 reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself","range":"60 feet","duration":"Instantaneous","description":"The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d10","2":"3d10","3":"4d10","4":"5d10","5":"6d10","6":"7d10","7":"8d10","8":"9d10","9":"10d10"},"tags":["School: Evocation","Warlock"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"heroes_feast","title":"Heroes' Feast","source":"You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.\n\tA creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.","level":6,"school":"Conjuration","castingTime":"10 minute","range":"10 feet","duration":"Instantaneous","description":"You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.\n\tA creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.","atHigherLevels":"","prepared":false,"roll":{"base":"2d10"},"tags":["School: Conjuration","Bard","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a gem-encrusted bowl worth 1,000+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"heroism","title":"Heroism","source":"A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.","level":1,"school":"Enchantment","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 minute","description":"A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["Paladin (Oath of Glory)","School: Enchantment","Touch Spells","Bard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hex","title":"Hex","source":"You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.\n\tIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.","level":1,"school":"Enchantment","castingTime":"Bonus Action","range":"90 feet","duration":"Concentration, up to 1 hour","description":"You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.\n\tIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.","atHigherLevels":"Using a Higher-Level Spell Slot: Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours).","prepared":false,"roll":{"base":"1d6"},"tags":["School: Enchantment","Warlock"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"the petrified eye of a newt","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hold_monster","title":"Hold Monster","source":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","level":5,"school":"Enchantment","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 5.","prepared":false,"roll":{},"tags":["Cleric (War Domain)","Druid (Circle of the Sea)","Paladin (Oath of Vengeance)","School: Enchantment","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a straight piece of iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hold_person","title":"Hold Person","source":"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional Humanoid for each spell slot level above 2.","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Polar)","Paladin (Oath of Vengeance)","School: Enchantment","Bard","Cleric","Druid","Sorcerer","Warlock","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a straight piece of iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"holy_aura","title":"Holy Aura","source":"For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.","level":8,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a reliquary worth 1,000+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hunger_of_hadar","title":"Hunger of Hadar","source":"You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.\n\tAny creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.","level":3,"school":"Conjuration","castingTime":"Action","range":"150 feet","duration":"Concentration, up to 1 minute","description":"You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.\n\tAny creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.","atHigherLevels":"Using a Higher-Level Spell Slot: The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"2d6","4":"3d6","5":"4d6","6":"5d6","7":"6d6","8":"7d6","9":"8d6"},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Conjuration","Warlock"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pickled tentacle","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hunters_mark","title":"Hunter's Mark","source":"You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.\n\tIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.","level":1,"school":"Divination","castingTime":"Bonus Action","range":"90 feet","duration":"Concentration, up to 1 hour","description":"You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.\n\tIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.","atHigherLevels":"Using a Higher-Level Spell Slot: Your Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).","prepared":false,"roll":{"base":"1d6"},"tags":["Paladin (Oath of Vengeance)","School: Divination","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hypnotic_pattern","title":"Hypnotic Pattern","source":"You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\n\tThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\n\tThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of confetti","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"ice_knife","title":"Ice Knife","source":"You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.","level":1,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.","atHigherLevels":"Using a Higher-Level Spell Slot: The Cold damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d6","2":"3d6","3":"4d6","4":"5d6","5":"6d6","6":"7d6","7":"8d6","8":"9d6","9":"10d6","base":"1d10"},"tags":["School: Conjuration","Druid","Sorcerer","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop of water or a piece of ice","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"ice_storm","title":"Ice Storm","source":"Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.\n\tHailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.","level":4,"school":"Evocation","castingTime":"Action","range":"300 feet","duration":"Instantaneous","description":"Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.\n\tHailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The Bludgeoning damage increases by 1d10 for each spell slot level above 4.","prepared":false,"roll":{"4":"2d10","5":"3d10","6":"4d10","7":"5d10","8":"6d10","9":"7d10","base":"4d6"},"tags":["Druid (Circle of the Land) (Polar)","Druid (Circle of the Sea)","Paladin (Oath of the Ancients)","School: Evocation","Druid","Sorcerer","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mitten","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"identify","title":"Identify","source":"You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\tIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.","level":1,"school":"Divination","castingTime":"1 minute","range":"Touch","duration":"Instantaneous","description":"You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\tIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Touch Spells","Bard","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pearl worth 100+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"illusory_script","title":"Illusory Script","source":"You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.\n\tIf the spell is dispelled, the original script and the illusion both disappear.\n\tA creature that has Truesight can read the hidden message.","level":1,"school":"Illusion","castingTime":"1 minute","range":"Touch","duration":"10 day","description":"You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.\n\tIf the spell is dispelled, the original script and the illusion both disappear.\n\tA creature that has Truesight can read the hidden message.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Ritual Caster","Touch Spells","Bard","Warlock","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"ink worth 10+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"imprisonment","title":"Imprisonment","source":"You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.\n\tUntil the spell ends, the target is also affected by one of the following effects of your choice:\n\nBurial: The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.\n\nChaining: Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.\n\nHedged Prison: The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.\n\nMinimus Containment: The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.\n\nSlumber: The target has the Unconscious condition and can't be awoken.\n\nEnding the Spell: When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.","level":9,"school":"Abjuration","castingTime":"1 minute","range":"30 feet","duration":"","description":"You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.\n\tUntil the spell ends, the target is also affected by one of the following effects of your choice:\n\nBurial: The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.\n\nChaining: Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.\n\nHedged Prison: The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.\n\nMinimus Containment: The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.\n\nSlumber: The target has the Unconscious condition and can't be awoken.\n\nEnding the Spell: When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a statuette of the target worth 5,000+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"incendiary_cloud","title":"Incendiary Cloud","source":"A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.\n\tWhen the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\tThe cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.","level":8,"school":"Conjuration","castingTime":"Action","range":"150 feet","duration":"Concentration, up to 1 minute","description":"A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.\n\tWhen the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\tThe cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.","atHigherLevels":"","prepared":false,"roll":{"base":"10d8"},"tags":["School: Conjuration","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"inflict_wounds","title":"Inflict Wounds","source":"A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.","level":1,"school":"Necromancy","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d10","2":"3d10","3":"4d10","4":"5d10","5":"6d10","6":"7d10","7":"8d10","8":"9d10","9":"10d10"},"tags":["School: Necromancy","Touch Spells","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"insect_plague","title":"Insect Plague","source":"Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.\n\tWhen the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.","level":5,"school":"Conjuration","castingTime":"Action","range":"300 feet","duration":"Concentration, up to 10 minute","description":"Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.\n\tWhen the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 5.","prepared":false,"roll":{"5":"4d10","6":"5d10","7":"6d10","8":"7d10","9":"8d10"},"tags":["Druid (Circle of the Land) (Tropical)","Warlock (Fiend Patron)","School: Conjuration","Cleric","Druid","Sorcerer"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a locust","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"jallarzis_storm_of_radiance","title":"Jallarzi's Storm of Radiance","source":"You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.\n\tWhen the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.","level":5,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.\n\tWhen the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.","prepared":false,"roll":{"5":"2d10+2d10","6":"3d10+3d10","7":"4d10+4d10","8":"5d10+5d10","9":"6d10+6d10"},"tags":["School: Evocation","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of phosphorus","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"jump","title":"Jump","source":"You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.","level":1,"school":"Transmutation","castingTime":"Bonus Action","range":"Touch","duration":"1 minute","description":"You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a grasshopper's hind leg","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"knock","title":"Knock","source":"Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\n\tA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\n\tIf the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.\n\tWhen you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.","level":2,"school":"Transmutation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.\n\tA target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.\n\tIf the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.\n\tWhen you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"legend_lore","title":"Legend Lore","source":"Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\n\tThe lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\n\tIf the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Instantaneous","description":"Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\n\tThe lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\n\tIf the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Glory)","Sorcerer (Draconic Sorcery)","School: Divination","Bard","Cleric","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"leomunds_secret_chest","title":"Leomund's Secret Chest","source":"You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\n\tWhile the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.\n\tAfter 60 days, there is a cumulative 5 chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.","level":4,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"","description":"You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).\n\tWhile the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.\n\tAfter 60 days, there is a cumulative 5 chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"leomunds_tiny_hut","title":"Leomund's Tiny Hut","source":"A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area.\n\tCreatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.\n\tThe atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.\n\tThe spell ends early if you leave the Emanation or if you cast it again.","level":3,"school":"Evocation","castingTime":"1 minute","range":"Self","duration":"8 hour","description":"A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area.\n\tCreatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.\n\tThe atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.\n\tThe spell ends early if you leave the Emanation or if you cast it again.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Evocation","Ritual Caster","Bard","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a crystal bead","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"lesser_restoration","title":"Lesser Restoration","source":"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","level":2,"school":"Abjuration","castingTime":"Bonus Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"levitate","title":"Levitate","source":"One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\n\tThe target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.\n\tWhen the spell ends, the target floats gently to the ground if it is still aloft.","level":2,"school":"Transmutation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.\n\tThe target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.\n\tWhen the spell ends, the target floats gently to the ground if it is still aloft.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a metal spring","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"light","title":"Light","source":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","level":0,"school":"Evocation","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Celestial Patron)","School: Evocation","Touch Spells","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a firefly or phosphorescent moss","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"lightning_arrow","title":"Lightning Arrow","source":"As your attack hits or misses the target, the weapon or ammunition you're using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.\n\tThe weapon or ammunition then returns to its normal form.","level":3,"school":"Transmutation","castingTime":"Bonus Action, which you take immediately after hitting or missing a target with a ranged attack using a weapon","range":"Self","duration":"Instantaneous","description":"As your attack hits or misses the target, the weapon or ammunition you're using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.\n\tThe weapon or ammunition then returns to its normal form.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.","prepared":false,"roll":{"3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["School: Transmutation","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"lightning_bolt","title":"Lightning Bolt","source":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","level":3,"school":"Evocation","castingTime":"Action","range":"100 feet","duration":"Instantaneous","description":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Druid (Circle of the Land) (Temperate)","Druid (Circle of the Sea)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fur and a crystal rod","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"locate_animals_or_plants","title":"Locate Animals or Plants","source":"Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Instantaneous","description":"Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Druid","Ranger"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"fur from a bloodhound","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"locate_creature","title":"Locate Creature","source":"Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\n\tThe spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.\n\tThis spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.","level":4,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.\n\tThe spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close\u2014within 30 feet\u2014at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.\n\tThis spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Bard","Cleric","Druid","Ranger","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"fur from a bloodhound","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"locate_object","title":"Locate Object","source":"Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\tThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\tThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 10 minute","description":"Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\tThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\tThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Bard","Cleric","Druid","Ranger","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked twig","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"longstrider","title":"Longstrider","source":"You touch a creature. The target's Speed increases by 10 feet until the spell ends.","level":1,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch a creature. The target's Speed increases by 10 feet until the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Bard","Druid","Ranger","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of dirt","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_armor","title":"Mage Armor","source":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"8 hour","description":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of cured leather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"magic_circle","title":"Magic Circle","source":"You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\n\tChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\n\t\u2022 The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n\n\t\u2022 The creature has Disadvantage on attack rolls against targets within the Cylinder.\n\n\t\u2022 Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature.\n\nEach time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.","level":3,"school":"Abjuration","castingTime":"1 minute","range":"10 feet","duration":"1 hour","description":"You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\n\tChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\n\t\u2022 The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n\n\t\u2022 The creature has Disadvantage on attack rolls against targets within the Cylinder.\n\n\t\u2022 Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature.\n\nEach time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.","atHigherLevels":"Using a Higher-Level Spell Slot: The duration increases by 1 hour for each spell slot level above 3.","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric","Warlock","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"salt and powdered silver worth 100+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"magic_jar","title":"Magic Jar","source":"Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.\n\tYou can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\n\tOnce you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics.\n\tMeanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated.\n\tWhile possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\n\tIf the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\n\tWhen the spell ends, the container is destroyed.","level":6,"school":"Necromancy","castingTime":"1 minute","range":"Self","duration":"","description":"Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.\n\tYou can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.\n\tOnce you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics.\n\tMeanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated.\n\tWhile possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.\n\tIf the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.\n\tWhen the spell ends, the container is destroyed.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a gem, crystal, or reliquary worth 500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"magic_missile","title":"Magic Missile","source":"You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.","level":1,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell creates one more dart for each spell slot level above 1.","prepared":false,"roll":{"base":"1d4+1"},"tags":["School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"magic_mouth","title":"Magic Mouth","source":"You implant a message within an object in range\u2014a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.\n\tWhen that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.\n\tThe trigger 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 object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.","level":2,"school":"Illusion","castingTime":"1 minute","range":"30 feet","duration":"","description":"You implant a message within an object in range\u2014a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.\n\tWhen that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.\n\tThe trigger 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 object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"jade dust worth 10+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"magic_weapon","title":"Magic Weapon","source":"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.","level":2,"school":"Transmutation","castingTime":"Bonus Action","range":"Touch","duration":"1 hour","description":"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.","atHigherLevels":"Using a Higher-Level Spell Slot: The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot.","prepared":false,"roll":{},"tags":["Cleric (War Domain)","Paladin (Oath of Glory)","School: Transmutation","Touch Spells","Ranger","Sorcerer","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"major_image","title":"Major Image","source":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mass_cure_wounds","title":"Mass Cure Wounds","source":"A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.","level":5,"school":"Abjuration","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 1d8 for each spell slot level above 5.","prepared":false,"roll":{"5":"5d8+%0","6":"6d8+%0","7":"7d8+%0","8":"8d8+%0","9":"9d8+%0"},"tags":["Cleric (Life Domain)","Druid (Circle of the Moon)","School: Abjuration","Bard","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mass_heal","title":"Mass Heal","source":"A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.","level":9,"school":"Abjuration","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mass_healing_word","title":"Mass Healing Word","source":"Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.","level":3,"school":"Abjuration","castingTime":"Bonus Action","range":"60 feet","duration":"Instantaneous","description":"Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 1d4 for each spell slot level above 3.","prepared":false,"roll":{"3":"2d4+SPELL","4":"3d4+SPELL","5":"4d4+SPELL","6":"5d4+SPELL","7":"6d4+SPELL","8":"7d4+SPELL","9":"8d4+SPELL"},"tags":["Cleric (Life Domain)","School: Abjuration","Bard","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mass_suggestion","title":"Mass Suggestion","source":"You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \"Walk to the village down that road, and help the villagers there harvest crops until sunset.\" Or you could say, \"Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.\"\n\tEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.","level":6,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"24 hour","description":"You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \"Walk to the village down that road, and help the villagers there harvest crops until sunset.\" Or you could say, \"Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.\"\n\tEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.","atHigherLevels":"Using a Higher-Level Spell Slot: The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a snake's tongue","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"maze","title":"Maze","source":"You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\n\tThe target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.\n\tWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.","level":8,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.\n\tThe target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.\n\tWhen the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"meld_into_stone","title":"Meld Into Stone","source":"You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\n\tWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\n\tMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"8 hour","description":"You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\n\tWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\n\tMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.","atHigherLevels":"","prepared":false,"roll":{"base":"6d6"},"tags":["School: Transmutation","Ritual Caster","Touch Spells","Cleric","Druid","Ranger"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"melfs_acid_arrow","title":"Melf's Acid Arrow","source":"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 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 only.","level":2,"school":"Evocation","castingTime":"Action","range":"90 feet","duration":"Instantaneous","description":"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 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 only.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage (both initial and later) increases by 1d4 for each spell slot level above 2.","prepared":false,"roll":{"2":"4d4","3":"5d4","4":"6d4","5":"7d4","6":"8d4","7":"9d4","8":"10d4","9":"11d4"},"tags":["School: Evocation","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"powdered rhubarb leaf","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mending","title":"Mending","source":"This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\n\tThis spell can physically repair a magic item, but it can't restore magic to such an object.","level":0,"school":"Transmutation","castingTime":"1 minute","range":"Touch","duration":"Instantaneous","description":"This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.\n\tThis spell can physically repair a magic item, but it can't restore magic to such an object.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Bard","Cleric","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"two lodestones","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"message","title":"Message","source":"You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\n\tYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.","level":0,"school":"Transmutation","castingTime":"Action","range":"120 feet","duration":"1 round","description":"You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\n\tYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a copper wire","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"meteor_swarm","title":"Meteor Swarm","source":"Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.\n\tA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.","level":9,"school":"Evocation","castingTime":"Action","range":"1 Miles","duration":"Instantaneous","description":"Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.\n\tA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.","atHigherLevels":"","prepared":false,"roll":{"base":"20d6+20d6"},"tags":["School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mind_blank","title":"Mind Blank","source":"Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.","level":8,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"24 hour","description":"Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mind_sliver","title":"Mind Sliver","source":"You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.\n\nCantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","level":0,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.\n\nCantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","atHigherLevels":"","prepared":false,"roll":{"0":"1d6","5":"2d6","11":"3d6","17":"4d6","base":"1d6"},"tags":["Sorcerer (Aberrant Sorcery)","School: Enchantment","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mind_spike","title":"Mind Spike","source":"You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.","level":2,"school":"Divination","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 hour","description":"You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 2.","prepared":false,"roll":{"2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["School: Divination","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mirage_arcane","title":"Mirage Arcane","source":"You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\n\tSimilarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\n\tThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\n\tCreatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.","level":7,"school":"Illusion","castingTime":"10 minute","range":"Sight","duration":"10 day","description":"You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\n\tSimilarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.\n\tThe illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.\n\tCreatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mirror_image","title":"Mirror Image","source":"Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.\n\tEach time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.\n\tA creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.","level":2,"school":"Illusion","castingTime":"Action","range":"Self","duration":"1 minute","description":"Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.\n\tEach time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.\n\tA creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.","atHigherLevels":"","prepared":false,"roll":{"base":"1d6"},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mislead","title":"Mislead","source":"You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.\n\tAs a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.\n\tYou can see through its eyes and hear through its ears as if you were located where it is.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","level":5,"school":"Illusion","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.\n\tAs a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.\n\tYou can see through its eyes and hear through its ears as if you were located where it is.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Ranger (Fey Wanderer)","School: Illusion","Bard","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"misty_step","title":"Misty Step","source":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","level":2,"school":"Conjuration","castingTime":"Bonus Action","range":"Self","duration":"Instantaneous","description":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Temperate)","Paladin (Oath of the Ancients)","Paladin (Oath of Vengeance)","Ranger (Fey Wanderer)","Warlock (Archfey Patron)","School: Conjuration","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"modify_memory","title":"Modify Memory","source":"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\tWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\tYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\tA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\tA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.","level":5,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\tWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\tYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\tA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\tA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.","atHigherLevels":"Using a Higher-Level Spell Slot: You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Warlock (Great Old One Patron)","School: Enchantment","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"moonbeam","title":"Moonbeam","source":"A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.\n\tWhen the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.","level":2,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.\n\tWhen the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 2.","prepared":false,"roll":{"2":"2d10","3":"3d10","4":"4d10","5":"5d10","6":"6d10","7":"7d10","8":"8d10","9":"9d10"},"tags":["Druid (Circle of the Moon)","Paladin (Oath of the Ancients)","School: Evocation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a moonseed leaf","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mordenkainens_faithful_hound","title":"Mordenkainen's Faithful Hound","source":"You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.\n\tNo one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.\n\tAt the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.\n\tOn your later turns, you can take a Magic action to move the hound up to 30 feet.","level":4,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"8 hour","description":"You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.\n\tNo one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.\n\tAt the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.\n\tOn your later turns, you can take a Magic action to move the hound up to 30 feet.","atHigherLevels":"","prepared":false,"roll":{"base":"4d8"},"tags":["School: Conjuration","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a silver whistle","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mordenkainens_magnificent_mansion","title":"Mordenkainen's Magnificent Mansion","source":"You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.\n\tBeyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.\n\tYou can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.\n\tA staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.\n\tWhen the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.","level":7,"school":"Conjuration","castingTime":"1 minute","range":"300 feet","duration":"24 hour","description":"You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible.\n\tBeyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.\n\tYou can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.\n\tA staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.\n\tWhen the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a miniature door worth 15+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mordenkainens_private_sanctum","title":"Mordenkainen's Private Sanctum","source":"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.\n\tWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\n\n\t\u2022 Sound can't pass through the barrier at the edge of the warded area.\n\n\t\u2022 The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\n\n\t\u2022 Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter.\n\n\t\u2022 Creatures in the area can't be targeted by Divination spells.\n\n\t\u2022 Nothing can teleport into or out of the warded area.\n\n\t\u2022 Planar travel is blocked within the warded area.\n\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.","level":4,"school":"Abjuration","castingTime":"10 minute","range":"120 feet","duration":"24 hour","description":"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.\n\tWhen you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:\n\n\t\u2022 Sound can't pass through the barrier at the edge of the warded area.\n\n\t\u2022 The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.\n\n\t\u2022 Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter.\n\n\t\u2022 Creatures in the area can't be targeted by Divination spells.\n\n\t\u2022 Nothing can teleport into or out of the warded area.\n\n\t\u2022 Planar travel is blocked within the warded area.\n\nCasting this spell on the same spot every day for 365 days makes the spell last until dispelled.","atHigherLevels":"Using a Higher-Level Spell Slot: You can increase the size of the Cube by 100 feet for each spell slot level above 4.","prepared":false,"roll":{},"tags":["School: Abjuration","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a thin sheet of lead","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mordenkainens_sword","title":"Mordenkainen's Sword","source":"You create a spectral sword that hovers within range. It lasts for the duration.\n\tWhen the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.\n\tOn your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.","level":7,"school":"Evocation","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"You create a spectral sword that hovers within range. It lasts for the duration.\n\tWhen the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.\n\tOn your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.","atHigherLevels":"","prepared":false,"roll":{"base":"4d12+%0"},"tags":["School: Evocation","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a miniature sword worth 250+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"move_earth","title":"Move Earth","source":"Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\n\tAt the end of every 10 minutes you spend Concentration on the spell, you can choose a new area of terrain to affect within range.\n\tThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\n\tSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.","level":6,"school":"Transmutation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 2 hour","description":"Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\n\tAt the end of every 10 minutes you spend Concentration on the spell, you can choose a new area of terrain to affect within range.\n\tThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\n\tSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a miniature shovel","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"nondetection","title":"Nondetection","source":"For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.","level":3,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"8 hour","description":"For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Abjuration","Touch Spells","Bard","Ranger","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of diamond dust worth 25+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"nystuls_magic_aura","title":"Nystul's Magic Aura","source":"With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.\n\nMask (Creature): Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.\n\nFalse Aura (Object): You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"24 hour","description":"With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.\n\nMask (Creature): Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.\n\nFalse Aura (Object): You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Touch Spells","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a small square of silk","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"otilukes_freezing_sphere","title":"Otiluke's Freezing Sphere","source":"A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.\n\tIf the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.\n\tYou can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.","level":6,"school":"Evocation","castingTime":"Action","range":"300 feet","duration":"Instantaneous","description":"A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.\n\tIf the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.\n\tYou can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 6.","prepared":false,"roll":{"6":"10d6","7":"11d6","8":"12d6","9":"13d6"},"tags":["School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a miniature crystal sphere","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"otilukes_resilient_sphere","title":"Otiluke's Resilient Sphere","source":"A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.\n\tNothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\n\tThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.\n\tA Disintegrate spell targeting the globe destroys it without harming anything inside.","level":4,"school":"Abjuration","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.\n\tNothing\u2014not physical objects, energy, or other spell effects\u2014can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.\n\tThe sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.\n\tA Disintegrate spell targeting the globe destroys it without harming anything inside.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a glass sphere","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"ottos_irresistible_dance","title":"Otto's Irresistible Dance","source":"One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.\n\tOn a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.","level":6,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.\n\tOn a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"pass_without_trace","title":"Pass without Trace","source":"You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.","level":2,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Abjuration","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"ashes from burned mistletoe","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"passwall","title":"Passwall","source":"A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or 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.\n\tWhen 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.","level":5,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 hour","description":"A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or 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.\n\tWhen 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of sesame seeds","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"phantasmal_force","title":"Phantasmal Force","source":"You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.\n\tThe target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\n\tWhile affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.\n\tAn affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.","level":2,"school":"Illusion","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.\n\tThe target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\n\tWhile affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.\n\tAn affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.","atHigherLevels":"","prepared":false,"roll":{"base":"2d8"},"tags":["Warlock (Archfey Patron)","Warlock (Great Old One Patron)","School: Illusion","Bard","Sorcerer","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"phantasmal_killer","title":"Phantasmal Killer","source":"You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\n\tFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.","level":4,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\n\tFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 4.","prepared":false,"roll":{"4":"4d10","5":"5d10","6":"6d10","7":"7d10","8":"8d10","9":"9d10"},"tags":["School: Illusion","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"phantom_steed","title":"Phantom Steed","source":"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, and 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.\n\tFor the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.","level":3,"school":"Illusion","castingTime":"1 minute","range":"30 feet","duration":"1 hour","description":"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, and 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.\n\tFor the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Ritual Caster","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"planar_ally","title":"Planar Ally","source":"You beseech an otherworldly entity for aid. The being must be known to you: a god, 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 (DM's choice).\n\tWhen the creature appears, it is under no compulsion to behave a particular way. You can ask it 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.\n\tPayment 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.\n\tA 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 DM 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.\n\tAfter 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 possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.","level":6,"school":"Conjuration","castingTime":"10 minute","range":"60 feet","duration":"Instantaneous","description":"You beseech an otherworldly entity for aid. The being must be known to you: a god, 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 (DM's choice).\n\tWhen the creature appears, it is under no compulsion to behave a particular way. You can ask it 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.\n\tPayment 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.\n\tA 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 DM 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.\n\tAfter 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 possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"planar_binding","title":"Planar Binding","source":"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 the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be 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.\n\tA bound creature must follow your commands 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. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands 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, it returns to the place where you bound it and remains there until the spell ends.","level":5,"school":"Abjuration","castingTime":"1 hour","range":"60 feet","duration":"24 hour","description":"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 the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be 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.\n\tA bound creature must follow your commands 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. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands 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, it returns to the place where you bound it and remains there until the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).","prepared":false,"roll":{},"tags":["School: Abjuration","Bard","Cleric","Druid","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jewel worth 1,000+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plant_growth","title":"Plant Growth","source":"This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.\n\nOvergrowth: Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.\n\nEnrichment: All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.","level":3,"school":"Transmutation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.\n\nOvergrowth: Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.\n\nEnrichment: All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of the Ancients)","Warlock (Archfey Patron)","School: Transmutation","Bard","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"poison_spray","title":"Poison Spray","source":"You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.\n\nCantrip Upgrade: The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).","level":0,"school":"Necromancy","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.\n\nCantrip Upgrade: The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).","atHigherLevels":"","prepared":false,"roll":{"0":"1d12","5":"2d12","11":"3d12","17":"4d12","base":"1d12"},"tags":["School: Necromancy","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"polymorph","title":"Polymorph","source":"You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating 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 are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.\n\tThe target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left. These Temporary Hit Points vanish if any remain when the spell ends.\n\tThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\tThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.","level":4,"school":"Transmutation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 hour","description":"You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating 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 are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.\n\tThe target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left. These Temporary Hit Points vanish if any remain when the spell ends.\n\tThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\tThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Tropical)","School: Transmutation","Bard","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a caterpillar cocoon","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"power_word_fortify","title":"Power Word Fortify","source":"You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell's recipients.","level":7,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell's recipients.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"power_word_heal","title":"Power Word Heal","source":"A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.","level":9,"school":"Enchantment","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Enchantment","Touch Spells","Bard","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"power_word_kill","title":"Power Word Kill","source":"You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.","level":9,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.","atHigherLevels":"","prepared":false,"roll":{"base":"12d12"},"tags":["School: Enchantment","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"power_word_stun","title":"Power Word Stun","source":"You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.\n\tThe Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.","level":8,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.\n\tThe Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"prayer_of_healing","title":"Prayer of Healing","source":"Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.","level":2,"school":"Abjuration","castingTime":"10 minute","range":"30 feet","duration":"Instantaneous","description":"Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 1d8 for each spell slot level above 2.","prepared":false,"roll":{"2":"2d8","3":"3d8","4":"4d8","5":"5d8","6":"6d8","7":"7d8","8":"8d8","9":"9d8"},"tags":["School: Abjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"prestidigitation","title":"Prestidigitation","source":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","level":0,"school":"Transmutation","castingTime":"Action","range":"10 feet","duration":"1 hour","description":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"prismatic_spray","title":"Prismatic Spray","source":"Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.\n\nPrismatic Rays:\n1d8 | Ray\n1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.\n2 | Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.\n3 | Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.\n4 | Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.\n5 | Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.\n6 | Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n7 | Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).\n8 | Special. The target is struck by two rays. Roll twice, rerolling any 8.","level":7,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.\n\nPrismatic Rays:\n1d8 | Ray\n1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.\n2 | Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.\n3 | Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.\n4 | Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.\n5 | Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.\n6 | Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.\n7 | Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).\n8 | Special. The target is struck by two rays. Roll twice, rerolling any 8.","atHigherLevels":"","prepared":false,"roll":{"base":"12d6"},"tags":["School: Evocation","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"prismatic_wall","title":"Prismatic Wall","source":"A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\n\tThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\n\tThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\n\tThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\n\nPrismatic Layers:\nOrder | Effects\n1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.\n2 | Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).\n3 | Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.\n4 | Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5 | Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.\n6 | Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.\n7 | Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.","level":9,"school":"Abjuration","castingTime":"Action","range":"60 feet","duration":"10 minute","description":"A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.\n\tThe wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.\n\tThe wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.\n\tThe wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.\n\nPrismatic Layers:\nOrder | Effects\n1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.\n2 | Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).\n3 | Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.\n4 | Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n5 | Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.\n6 | Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.\n7 | Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.","atHigherLevels":"","prepared":false,"roll":{"base":"12d6"},"tags":["School: Abjuration","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"produce_flame","title":"Produce Flame","source":"A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.\n\tUntil the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.\n\nCantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","level":0,"school":"Conjuration","castingTime":"Bonus Action","range":"Self","duration":"10 minute","description":"A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.\n\tUntil the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.\n\nCantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","atHigherLevels":"","prepared":false,"roll":{"0":"1d8","5":"2d8","11":"3d8","17":"4d8","base":"1d8"},"tags":["School: Conjuration","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"programmed_illusion","title":"Programmed Illusion","source":"You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger 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.\n\tWhen the trigger 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 which the illusion can be activated again.\n\tThe trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena 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.\n\tPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study 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.","level":6,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"","description":"You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger 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.\n\tWhen the trigger 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 which the illusion can be activated again.\n\tThe trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena 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.\n\tPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"jade dust worth 25+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"project_image","title":"Project Image","source":"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 it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n\tYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n\tPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study 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.","level":7,"school":"Illusion","castingTime":"Action","range":"500 Miles","duration":"Concentration, up to 1 day","description":"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 it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n\tYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n\tPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a statuette of yourself worth 5+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"protection_from_energy","title":"Protection from Energy","source":"For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.","level":3,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Glory)","Paladin (Oath of the Ancients)","Paladin (Oath of Vengeance)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Touch Spells","Cleric","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"protection_from_evil_and_good","title":"Protection from Evil and Good","source":"Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Concentration, up to 10 minute","description":"Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Touch Spells","Cleric","Druid","Warlock","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a flask of Holy Water worth 25+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"protection_from_poison","title":"Protection from Poison","source":"You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.","level":2,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Cleric","Druid","Ranger","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"purify_food_and_drink","title":"Purify Food and Drink","source":"You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.","level":1,"school":"Transmutation","castingTime":"Action","range":"10 feet","duration":"Instantaneous","description":"You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Ritual Caster","Cleric","Druid","Paladin"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"raise_dead","title":"Raise Dead","source":"With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\n\tThe creature returns to life with 1 Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death.\n\tThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\n\tComing back from the dead is an ordeal. The target takes a -4 penalty to D20 Test. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.","level":5,"school":"Necromancy","castingTime":"1 hour","range":"Touch","duration":"Instantaneous","description":"With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\n\tThe creature returns to life with 1 Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death.\n\tThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\n\tComing back from the dead is an ordeal. The target takes a -4 penalty to D20 Test. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Touch Spells","Bard","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a diamond worth 500+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"rarys_telepathic_bond","title":"Rary's Telepathic Bond","source":"You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell.\n\tUntil the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.","level":5,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"1 hour","description":"You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell.\n\tUntil the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","School: Divination","Ritual Caster","Bard","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"two eggs","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"ray_of_enfeeblement","title":"Ray of Enfeeblement","source":"A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.\n\tOn a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.","level":2,"school":"Necromancy","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.\n\tOn a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{"base":"1d8"},"tags":["School: Necromancy","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"ray_of_frost","title":"Ray of Frost","source":"A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.\n\nCantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","level":0,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.\n\nCantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","atHigherLevels":"","prepared":false,"roll":{"0":"1d8","5":"2d8","11":"3d8","17":"4d8","base":"1d8"},"tags":["Druid (Circle of the Land) (Polar)","Druid (Circle of the Sea)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"ray_of_sickness","title":"Ray of Sickness","source":"You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.","level":1,"school":"Necromancy","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d8","2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["Druid (Circle of the Land) (Tropical)","School: Necromancy","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"regenerate","title":"Regenerate","source":"A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.","level":7,"school":"Transmutation","castingTime":"1 minute","range":"Touch","duration":"1 hour","description":"A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.","atHigherLevels":"","prepared":false,"roll":{"base":"4d8+15"},"tags":["School: Transmutation","Touch Spells","Bard","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a prayer wheel","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"reincarnate","title":"Reincarnate","source":"You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.\n\nReincarnate:\n1d10 | Species\n1 | Aasimar\n2 | Dragonborn\n3 | Dwarf\n4 | Elf\n5 | Gnome\n6 | Goliath\n7 | Halfling\n8 | Human\n9 | Orc\n10 | Tiefling","level":5,"school":"Necromancy","castingTime":"1 hour","range":"Touch","duration":"Instantaneous","description":"You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.\n\nReincarnate:\n1d10 | Species\n1 | Aasimar\n2 | Dragonborn\n3 | Dwarf\n4 | Elf\n5 | Gnome\n6 | Goliath\n7 | Halfling\n8 | Human\n9 | Orc\n10 | Tiefling","atHigherLevels":"","prepared":false,"roll":{"base":"1d10"},"tags":["School: Necromancy","Touch Spells","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"rare oils worth 1,000+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"remove_curse","title":"Remove Curse","source":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.","level":3,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Cleric","Warlock","Wizard","Paladin","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"resistance","title":"Resistance","source":"You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.","level":0,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 minute","description":"You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.","atHigherLevels":"","prepared":false,"roll":{"base":"1d4"},"tags":["School: Abjuration","Touch Spells","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"resurrection","title":"Resurrection","source":"With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\n\tThe creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\n\tComing back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\n\tCasting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.","level":7,"school":"Necromancy","castingTime":"1 hour","range":"Touch","duration":"Instantaneous","description":"With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\n\tThe creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\n\tComing back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\n\tCasting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Touch Spells","Bard","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a diamond worth 1,000+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"reverse_gravity","title":"Reverse Gravity","source":"This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.\n\tIf a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.","level":7,"school":"Transmutation","castingTime":"Action","range":"100 feet","duration":"Concentration, up to 1 minute","description":"This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.\n\tIf a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a lodestone and iron filings","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"revivify","title":"Revivify","source":"You touch a creature that has died within the last minute. That creature revives with 1 Hit Points. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.","level":3,"school":"Necromancy","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature that has died within the last minute. That creature revives with 1 Hit Points. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Warlock (Celestial Patron)","School: Necromancy","Touch Spells","Cleric","Druid","Ranger","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a diamond worth 300+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"rope_trick","title":"Rope Trick","source":"You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.\n\tThe space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.","level":2,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.\n\tThe space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Ranger (Gloom Stalker)","School: Transmutation","Touch Spells","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a segment of rope","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sacred_flame","title":"Sacred Flame","source":"Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.\n\nCantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","level":0,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.\n\nCantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","atHigherLevels":"","prepared":false,"roll":{"0":"1d8","5":"2d8","11":"3d8","17":"4d8","base":"1d8"},"tags":["Warlock (Celestial Patron)","School: Evocation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sanctuary","title":"Sanctuary","source":"You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.\n\tThe spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.","level":1,"school":"Abjuration","castingTime":"Bonus Action","range":"30 feet","duration":"1 minute","description":"You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.\n\tThe spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a shard of glass from a mirror","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scorching_ray","title":"Scorching Ray","source":"You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.","level":2,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.","atHigherLevels":"Using a Higher-Level Spell Slot: You create one additional ray for each spell slot level above 2.","prepared":false,"roll":{"base":"2d6"},"tags":["Cleric (Light Domain)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scrying","title":"Scrying","source":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Concentration, up to 10 minute","description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Paladin (Oath of Vengeance)","School: Divination","Bard","Cleric","Druid","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"searing_smite","title":"Searing Smite","source":"As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.","level":1,"school":"Evocation","castingTime":"Bonus Action, Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike","range":"Self","duration":"1 minute","description":"As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: All the damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"1d6","2":"2d6","3":"3d6","4":"4d6","5":"5d6","6":"6d6","7":"7d6","8":"8d6","9":"9d6"},"tags":["School: Evocation","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"see_invisibility","title":"See Invisibility","source":"For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"1 hour","description":"For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","School: Divination","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of talc","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"seeming","title":"Seeming","source":"You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.\n\tYou can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat.\n\tA creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.","level":5,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"8 hour","description":"You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.\n\tYou can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat.\n\tA creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Ranger (Gloom Stalker)","Warlock (Archfey Patron)","School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sending","title":"Sending","source":"You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\tYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 chance that the message doesn't arrive. You know if the delivery fails.\n\tUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.","level":3,"school":"Divination","castingTime":"Action","range":"Unlimited","duration":"Instantaneous","description":"You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\tYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 chance that the message doesn't arrive. You know if the delivery fails.\n\tUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","School: Divination","Bard","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a copper wire","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sequester","title":"Sequester","source":"With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.\n\tIf the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.\n\tYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","level":7,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"","description":"With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.\n\tIf the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.\n\tYou can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"gem dust worth 5,000+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shapechange","title":"Shapechange","source":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jade circlet worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shatter","title":"Shatter","source":"A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.\n\tA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.","level":2,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.\n\tA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 2.","prepared":false,"roll":{"2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["Druid (Circle of the Sea)","School: Evocation","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a chip of mica","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shield","title":"Shield","source":"An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.","level":1,"school":"Abjuration","castingTime":"1 reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell","range":"Self","duration":"1 round","description":"An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shield_of_faith","title":"Shield of Faith","source":"A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.","level":1,"school":"Abjuration","castingTime":"Bonus Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (War Domain)","Paladin (Oath of Devotion)","School: Abjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a prayer scroll","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shillelagh","title":"Shillelagh","source":"A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).\n\tThe spell ends early if you cast it again or if you let go of the weapon.\n\nCantrip Upgrade: The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).","level":0,"school":"Transmutation","castingTime":"Bonus Action","range":"Touch","duration":"1 minute","description":"A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).\n\tThe spell ends early if you cast it again or if you let go of the weapon.\n\nCantrip Upgrade: The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).","atHigherLevels":"","prepared":false,"roll":{"0":"1d8","5":"1d10","11":"1d12","17":"2d6","base":"1d8"},"tags":["School: Transmutation","Touch Spells","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"mistletoe","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shining_smite","title":"Shining Smite","source":"The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.","level":2,"school":"Transmutation","castingTime":"Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike","range":"Self","duration":"Concentration, up to 1 minute","description":"The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 2.","prepared":false,"roll":{"2":"2d6","3":"3d6","4":"4d6","5":"5d6","6":"6d6","7":"7d6","8":"8d6","9":"9d6"},"tags":["School: Transmutation","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shocking_grasp","title":"Shocking Grasp","source":"Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.\n\nCantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","level":0,"school":"Evocation","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.\n\nCantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","atHigherLevels":"","prepared":false,"roll":{"0":"1d8","5":"2d8","11":"3d8","17":"4d8","base":"1d8"},"tags":["Druid (Circle of the Land) (Temperate)","School: Evocation","Touch Spells","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"silence","title":"Silence","source":"For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.","level":2,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Ritual Caster","Bard","Cleric","Ranger"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"silent_image","title":"Silent Image","source":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\n\tAs a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\n\tPhysical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study 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.","level":1,"school":"Illusion","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.\n\tAs a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.\n\tPhysical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"simulacrum","title":"Simulacrum","source":"You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Points maximum is half as much, and it can't cast this spell.\n\tThe simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests.\n\tIf the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Points restored. The simulacrum must stay within 5 feet of you for the repair.\n\tThe simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.","level":7,"school":"Illusion","castingTime":"12 hour","range":"Touch","duration":"","description":"You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Points maximum is half as much, and it can't cast this spell.\n\tThe simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests.\n\tIf the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Points restored. The simulacrum must stay within 5 feet of you for the repair.\n\tThe simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"powdered ruby worth 1,500+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sleep","title":"Sleep","source":"Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\tCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.","level":1,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\tCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Temperate)","Warlock (Archfey Patron)","School: Enchantment","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of sand or rose petals","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sleet_storm","title":"Sleet Storm","source":"Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.\n\tGround in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.","level":3,"school":"Conjuration","castingTime":"Action","range":"150 feet","duration":"Concentration, up to 1 minute","description":"Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.\n\tGround in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Polar)","School: Conjuration","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a miniature umbrella","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"slow","title":"Slow","source":"You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\n\tAn affected target's Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 chance the spell fails as a result of the target making the spell's gestures too slowly.\n\tAn affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.","level":3,"school":"Transmutation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.\n\tAn affected target's Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 chance the spell fails as a result of the target making the spell's gestures too slowly.\n\tAn affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop of molasses","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sorcerous_burst","title":"Sorcerous Burst","source":"You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.\n\tIf you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.\n\nCantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","level":0,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.\n\tIf you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.\n\nCantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","atHigherLevels":"","prepared":false,"roll":{"0":"1d8","5":"2d8","11":"3d8","17":"4d8","base":"1d8"},"tags":["School: Evocation","Sorcerer"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"spare_the_dying","title":"Spare the Dying","source":"Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.\n\nCantrip Upgrade: The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).","level":0,"school":"Necromancy","castingTime":"Action","range":"15 feet","duration":"Instantaneous","description":"Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.\n\nCantrip Upgrade: The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_animals","title":"Speak with Animals","source":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","level":1,"school":"Divination","castingTime":"Action","range":"Self","duration":"10 minute","description":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of the Ancients)","School: Divination","Ritual Caster","Bard","Druid","Ranger","Warlock"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_dead","title":"Speak with Dead","source":"You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\n\tUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.","level":3,"school":"Necromancy","castingTime":"Action","range":"10 feet","duration":"10 minute","description":"You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\n\tUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Bard","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_plants","title":"Speak with Plants","source":"You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\n\tYou can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.\n\tThe spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\n\tIf a Plant creature is in the area, you can communicate with it as if you shared a common language.","level":3,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"10 minute","description":"You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\n\tYou can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.\n\tThe spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\n\tIf a Plant creature is in the area, you can communicate with it as if you shared a common language.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"spider_climb","title":"Spider Climb","source":"Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.","level":2,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level about 2.","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop of bitumen and a spider","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"spike_growth","title":"Spike Growth","source":"The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.\n\tThe transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.","level":2,"school":"Transmutation","castingTime":"Action","range":"150 feet","duration":"Concentration, up to 10 minute","description":"The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.\n\tThe transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.","atHigherLevels":"","prepared":false,"roll":{"base":"2d4"},"tags":["School: Transmutation","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"seven thorns","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"spirit_guardians","title":"Spirit Guardians","source":"Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\n\tWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.","level":3,"school":"Conjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 10 minute","description":"Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\n\tWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 3.","prepared":false,"roll":{"3":"3d8","4":"4d8","5":"5d8","6":"6d8","7":"7d8","8":"8d8","9":"9d8"},"tags":["Cleric (War Domain)","School: Conjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a prayer scroll","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"spiritual_weapon","title":"Spiritual Weapon","source":"You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.\n\tAs a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.","level":2,"school":"Evocation","castingTime":"Bonus Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.\n\tAs a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for every slot level above 2.","prepared":false,"roll":{"2":"1d8","3":"2d8","4":"3d8","5":"4d8","6":"5d8","7":"6d8","8":"7d8","9":"8d8"},"tags":["Cleric (War Domain)","School: Evocation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"staggering_smite","title":"Staggering Smite","source":"The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.","level":4,"school":"Enchantment","castingTime":"Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike","range":"Self","duration":"Instantaneous","description":"The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The extra damage increases by 1d6 for each spell slot level above 4.","prepared":false,"roll":{"4":"4d6","5":"5d6","6":"6d6","7":"7d6","8":"8d6","9":"9d6"},"tags":["School: Enchantment","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"starry_wisp","title":"Starry Wisp","source":"You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\n\nCantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","level":0,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\n\nCantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","atHigherLevels":"","prepared":false,"roll":{"0":"1d8","5":"2d8","11":"3d8","17":"4d8","base":"1d8"},"tags":["Druid (Circle of the Moon)","School: Evocation","Bard","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"steel_wind_strike","title":"Steel Wind Strike","source":"You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.\n\tYou then teleport to an unoccupied space you can see within 5 feet of one of the targets.","level":5,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.\n\tYou then teleport to an unoccupied space you can see within 5 feet of one of the targets.","atHigherLevels":"","prepared":false,"roll":{"base":"6d10"},"tags":["Cleric (War Domain)","School: Conjuration","Ranger","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a Melee weapon worth 1+ SP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"stinking_cloud","title":"Stinking Cloud","source":"You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.\n\tEach creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action.","level":3,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.\n\tEach creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Tropical)","Warlock (Fiend Patron)","School: Conjuration","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a rotten egg","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"stone_shape","title":"Stone Shape","source":"You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.","level":4,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"soft clay","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"stoneskin","title":"Stoneskin","source":"Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.","level":4,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of the Ancients)","School: Transmutation","Touch Spells","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"diamond dust worth 100+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"storm_of_vengeance","title":"Storm of Vengeance","source":"A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\n\tAt the start of each of your later turns, the storm produces different effects, as detailed below.\n\nTurn 2: Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\n\nTurn 3: You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\n\nTurn 4: Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\n\nTurns 5-10: Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.","level":9,"school":"Conjuration","castingTime":"Action","range":"1 Miles","duration":"Concentration, up to 1 minute","description":"A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.\n\tAt the start of each of your later turns, the storm produces different effects, as detailed below.\n\nTurn 2: Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.\n\nTurn 3: You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.\n\nTurn 4: Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.\n\nTurns 5-10: Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.","atHigherLevels":"","prepared":false,"roll":{"base":"1d6"},"tags":["School: Conjuration","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"suggestion","title":"Suggestion","source":"You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, \"Fetch the key to the cult's treasure vault, and give the key to me.\" Or you could say, \"Stop fighting, leave this library peacefully, and don't return.\"\n\tThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.","level":2,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 8 hour","description":"You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, \"Fetch the key to the cult's treasure vault, and give the key to me.\" Or you could say, \"Stop fighting, leave this library peacefully, and don't return.\"\n\tThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Fiend Patron)","School: Enchantment","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"a drop of honey","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"summon_aberration","title":"Summon Aberration","source":"You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","level":4,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 hour","description":"You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","atHigherLevels":"Using a Higher-Level Spell Slot: Use the spell slot's level for the spell's level in the stat block.","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Conjuration","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"summon_beast","title":"Summon Beast","source":"You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","level":2,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 hour","description":"You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","atHigherLevels":"Using a Higher-Level Spell Slot: Use the spell slot's level for the spell's level in the stat block.","prepared":false,"roll":{},"tags":["School: Conjuration","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"summon_celestial","title":"Summon Celestial","source":"You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","level":5,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 hour","description":"You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","atHigherLevels":"Using a Higher-Level Spell Slot: Use the spell slot's level for the spell's level in the stat block.","prepared":false,"roll":{},"tags":["Warlock (Celestial Patron)","School: Conjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a reliquary worth 500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"summon_construct","title":"Summon Construct","source":"You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","level":4,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 hour","description":"You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","atHigherLevels":"Using a Higher-Level Spell Slot: Use the spell slot's level for the spell's level in the stat block.","prepared":false,"roll":{},"tags":["Sorcerer (Clockwork Sorcery)","School: Conjuration","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a lockbox worth 400+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"summon_dragon","title":"Summon Dragon","source":"You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","level":5,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 hour","description":"You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","atHigherLevels":"Using a Higher-Level Spell Slot: Use the spell slot's level for the spell's level in the stat block.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","School: Conjuration","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an object with the image of a dragon engraved on it worth 500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"summon_elemental","title":"Summon Elemental","source":"You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","level":4,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 hour","description":"You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","atHigherLevels":"Using a Higher-Level Spell Slot: Use the spell slot's level for the spell's level in the stat block.","prepared":false,"roll":{},"tags":["School: Conjuration","Druid","Ranger","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"summon_fey","title":"Summon Fey","source":"You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","level":3,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 hour","description":"You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","atHigherLevels":"Using a Higher-Level Spell Slot: Use the spell slot's level for the spell's level in the stat block.","prepared":false,"roll":{},"tags":["Ranger (Fey Wanderer)","School: Conjuration","Druid","Ranger","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a gilded flower worth 300+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"summon_fiend","title":"Summon Fiend","source":"You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","level":6,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 hour","description":"You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","atHigherLevels":"Using a Higher-Level Spell Slot: Use the spell slot's level for the spell's level in the stat block.","prepared":false,"roll":{},"tags":["School: Conjuration","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bloody vial worth 600+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"summon_undead","title":"Summon Undead","source":"You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","level":3,"school":"Necromancy","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 hour","description":"You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.\n\tThe creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.","atHigherLevels":"Using a Higher-Level Spell Slot: Use the spell slot's level for the spell's level in the stat block.","prepared":false,"roll":{},"tags":["School: Necromancy","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a gilded skull worth 300+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sunbeam","title":"Sunbeam","source":"You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.\n\tUntil the spell ends, you can take a Magic action to create a new Line of radiance.\n\tFor the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.","level":6,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.\n\tUntil the spell ends, you can take a Magic action to create a new Line of radiance.\n\tFor the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.","atHigherLevels":"","prepared":false,"roll":{"base":"6d8"},"tags":["School: Evocation","Cleric","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a magnifying glass","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sunburst","title":"Sunburst","source":"Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.\n\tA creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\n\tThis spell dispels Darkness in its area that was created by any spell.","level":8,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.\n\tA creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\n\tThis spell dispels Darkness in its area that was created by any spell.","atHigherLevels":"","prepared":false,"roll":{"base":"12d6"},"tags":["School: Evocation","Cleric","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of sunstone","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"swift_quiver","title":"Swift Quiver","source":"When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.","level":5,"school":"Transmutation","castingTime":"Bonus Action","range":"Self","duration":"Concentration, up to 1 minute","description":"When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a Quiver worth 1+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"symbol","title":"Symbol","source":"You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\tThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\tWhen you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.\n\nSet the Trigger: You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.\n\tYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\tOnce triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.\n\nDeath: Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.\n\nDiscord: Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.\n\nFear: Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.\n\nPain: Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.\n\nSleep: Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.\n\nStunning: Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.","level":7,"school":"Abjuration","castingTime":"1 minute","range":"Touch","duration":"","description":"You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\tThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\tWhen you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.\n\nSet the Trigger: You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.\n\tYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\tOnce triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.\n\nDeath: Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.\n\nDiscord: Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.\n\nFear: Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.\n\nPain: Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.\n\nSleep: Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.\n\nStunning: Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.","atHigherLevels":"","prepared":false,"roll":{"base":"10d10"},"tags":["School: Abjuration","Bard","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"powdered diamond worth 1,000+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"synaptic_static","title":"Synaptic Static","source":"You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.\n\tOn a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.","level":5,"school":"Enchantment","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.\n\tOn a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.","atHigherLevels":"","prepared":false,"roll":{"base":"1d6"},"tags":["School: Enchantment","Bard","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tashas_bubbling_cauldron","title":"Tasha's Bubbling Cauldron","source":"You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can't be moved and disappears when the spell ends, along with the bubbling liquid inside it.\n\tThe liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.\n\tPotions obtained from the cauldron that aren't consumed disappear when you cast this spell again.","level":6,"school":"Conjuration","castingTime":"Action","range":"5 feet","duration":"10 minute","description":"You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can't be moved and disappears when the spell ends, along with the bubbling liquid inside it.\n\tThe liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.\n\tPotions obtained from the cauldron that aren't consumed disappear when you cast this spell again.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a gilded ladle worth 500 + GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tashas_hideous_laughter","title":"Tasha's Hideous Laughter","source":"One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\n\tAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\n\tAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level about 1.","prepared":false,"roll":{},"tags":["Warlock (Great Old One Patron)","School: Enchantment","Bard","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a tart and a feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"telekinesis","title":"Telekinesis","source":"You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\nCreature: You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\n\nObject: You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\n\tIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\n\tYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.","level":5,"school":"Transmutation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\nCreature: You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\n\nObject: You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\n\tIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\n\tYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Transmutation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"telepathy","title":"Telepathy","source":"You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\n\tUntil the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.","level":8,"school":"Divination","castingTime":"Action","range":"Unlimited","duration":"24 hour","description":"You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.\n\tUntil the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pair of linked silver rings","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"teleport","title":"Teleport","source":"This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\tThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nTeleportation Outcome:\nFamiliarity | Mishap | Similar Area | Off Target | On Target\nPermanent circle | \u2014 | \u2014 | \u2014 | 01-00\nLinked object | \u2014 | \u2014 | \u2014 | 01-00\nVery familiar | 01-05 | 06-13 | 14-24 | 25-00\nSeen casually | 01-33 | 34-43 | 44-53 | 54-00\nViewed once or described | 01-43 | 44-53 | 54-73 | 74-00\nFalse destination | 01-50 | 51-00 | \u2014 | \u2014\n\nFamiliarity: Here are the meanings of the terms in the table's Familiarity column:\n\n\t\u2022 \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know.\n\n\t\u2022 \"Linked object\" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.\n\n\t\u2022 \"Very familiar\" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\n\t\u2022 \"Seen casually\" is a place you have seen more than once but with which you aren't very familiar.\n\n\t\u2022 \"Viewed once or described\" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.\n\n\t\u2022 \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area: You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target: You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target: You and your group (or the target object) appear where you intended.","level":7,"school":"Conjuration","castingTime":"Action","range":"10 feet","duration":"Instantaneous","description":"This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\tThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nTeleportation Outcome:\nFamiliarity | Mishap | Similar Area | Off Target | On Target\nPermanent circle | \u2014 | \u2014 | \u2014 | 01-00\nLinked object | \u2014 | \u2014 | \u2014 | 01-00\nVery familiar | 01-05 | 06-13 | 14-24 | 25-00\nSeen casually | 01-33 | 34-43 | 44-53 | 54-00\nViewed once or described | 01-43 | 44-53 | 54-73 | 74-00\nFalse destination | 01-50 | 51-00 | \u2014 | \u2014\n\nFamiliarity: Here are the meanings of the terms in the table's Familiarity column:\n\n\t\u2022 \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know.\n\n\t\u2022 \"Linked object\" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.\n\n\t\u2022 \"Very familiar\" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\n\t\u2022 \"Seen casually\" is a place you have seen more than once but with which you aren't very familiar.\n\n\t\u2022 \"Viewed once or described\" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.\n\n\t\u2022 \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area: You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target: You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target: You and your group (or the target object) appear where you intended.","atHigherLevels":"","prepared":false,"roll":{"base":"1d8"},"tags":["School: Conjuration","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"teleportation_circle","title":"Teleportation Circle","source":"As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\n\tMany major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence\u2014a string of runes arranged in a particular pattern.\n\tWhen you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\n\tYou can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.","level":5,"school":"Conjuration","castingTime":"1 minute","range":"10 feet","duration":"1 round","description":"As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.\n\tMany major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence\u2014a string of runes arranged in a particular pattern.\n\tWhen you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.\n\tYou can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"rare inks worth 50+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tensers_floating_disk","title":"Tenser's Floating Disk","source":"This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\n\tThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\n\tIf you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.","level":1,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 hour","description":"This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.\n\tThe disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.\n\tIf you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Ritual Caster","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop of mercury","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thorn_whip","title":"Thorn Whip","source":"You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.\n\nCantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.\n\nCantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","atHigherLevels":"","prepared":false,"roll":{"0":"1d6","5":"2d6","11":"3d6","17":"4d6","base":"1d6"},"tags":["School: Transmutation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"the stem of a plant with thorns","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thunderclap","title":"Thunderclap","source":"Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.\n\nCantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","level":0,"school":"Evocation","castingTime":"Action","range":"Self","duration":"Instantaneous","description":"Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.\n\nCantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","atHigherLevels":"","prepared":false,"roll":{"0":"1d6","5":"2d6","11":"3d6","17":"4d6","base":"1d6"},"tags":["School: Evocation","Bard","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thunderous_smite","title":"Thunderous Smite","source":"Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.","level":1,"school":"Evocation","castingTime":"Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike","range":"Self","duration":"Instantaneous","description":"Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d6","2":"3d6","3":"4d6","4":"5d6","5":"6d6","6":"7d6","7":"8d6","8":"9d6","9":"10d6"},"tags":["School: Evocation","Paladin","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thunderwave","title":"Thunderwave","source":"You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.\n\tIn addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.","level":1,"school":"Evocation","castingTime":"Action","range":"15 feet","duration":"Instantaneous","description":"You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.\n\tIn addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d8","2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["Druid (Circle of the Sea)","School: Evocation","Bard","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"time_stop","title":"Time Stop","source":"You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\n\tThis spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Instantaneous","description":"You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\n\tThis spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.","atHigherLevels":"","prepared":false,"roll":{"base":"1d4+1"},"tags":["School: Transmutation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"toll_the_dead","title":"Toll the Dead","source":"You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.\n\nCantrip Upgrade: The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).","level":0,"school":"Necromancy","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.\n\nCantrip Upgrade: The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).","atHigherLevels":"","prepared":false,"roll":{"0":"1d12","5":"2d12","11":"3d12","17":"4d12","base":"1d12"},"tags":["School: Necromancy","Cleric","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tongues","title":"Tongues","source":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","level":3,"school":"Divination","castingTime":"Action","range":"Touch","duration":"1 hour","description":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Touch Spells","Bard","Cleric","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"a miniature ziggurat","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"transport_via_plants","title":"Transport via Plants","source":"This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.","level":6,"school":"Conjuration","castingTime":"Action","range":"10 feet","duration":"1 round","description":"This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tree_stride","title":"Tree Stride","source":"You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\n\tYou can use this transportation ability only once on each of your turns. You must end each turn outside a tree.","level":5,"school":"Conjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.\n\tYou can use this transportation ability only once on each of your turns. You must end each turn outside a tree.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Temperate)","Paladin (Oath of the Ancients)","School: Conjuration","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"true_polymorph","title":"True Polymorph","source":"Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.\n\tAn unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\n\nCreature into Creature: If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.\n\tThe target gains a number of Temporary Hit Points equal to the Hit Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends.\n\tThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\tThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\n\nObject into Creature: You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.\n\tIf the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.\n\nCreature into Object: If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.","level":9,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 hour","description":"Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.\n\tAn unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\n\nCreature into Creature: If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.\n\tThe target gains a number of Temporary Hit Points equal to the Hit Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends.\n\tThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\tThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.\n\nObject into Creature: You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.\n\tIf the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.\n\nCreature into Object: If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop of mercury, a dollop of gum arabic, and a wisp of smoke","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"true_resurrection","title":"True Resurrection","source":"You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.\n\tThis spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.\n\tThe spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.","level":9,"school":"Necromancy","castingTime":"1 hour","range":"Touch","duration":"Instantaneous","description":"You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.\n\tThis spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.\n\tThe spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Touch Spells","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"diamonds worth 25,000+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"true_seeing","title":"True Seeing","source":"For the duration, the willing creature you touch has Truesight with a range of 120 feet.","level":6,"school":"Divination","castingTime":"Action","range":"Touch","duration":"1 hour","description":"For the duration, the willing creature you touch has Truesight with a range of 120 feet.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Touch Spells","Bard","Cleric","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"mushroom powder worth 25+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"true_strike","title":"True Strike","source":"Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).\n\nCantrip Upgrade: Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).","level":0,"school":"Divination","castingTime":"Action","range":"Self","duration":"Instantaneous","description":"Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).\n\nCantrip Upgrade: Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a weapon with which you have proficiency and that is worth 1+ CP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tsunami","title":"Tsunami","source":"A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\n\tWhen the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\tAt the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\n\tA creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.","level":8,"school":"Conjuration","castingTime":"1 minute","range":"1 Miles","duration":"Concentration, up to 6 round","description":"A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.\n\tWhen the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\tAt the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.\n\tA creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.","atHigherLevels":"","prepared":false,"roll":{"base":"1d10"},"tags":["School: Conjuration","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"unseen_servant","title":"Unseen Servant","source":"This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.\n\tOnce on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\n\tIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.","level":1,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"1 hour","description":"This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.\n\tOnce on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\n\tIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Ritual Caster","Bard","Warlock","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of string and of wood","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"vampiric_touch","title":"Vampiric Touch","source":"The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.\n\tUntil the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.","level":3,"school":"Necromancy","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.\n\tUntil the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"3d6","4":"4d6","5":"5d6","6":"6d6","7":"7d6","8":"8d6","9":"9d6"},"tags":["School: Necromancy","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"vicious_mockery","title":"Vicious Mockery","source":"You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.\n\nCantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","level":0,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.\n\nCantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","atHigherLevels":"","prepared":false,"roll":{"0":"1d6","5":"2d6","11":"3d6","17":"4d6","base":"1d6"},"tags":["School: Enchantment","Bard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"vitriolic_sphere","title":"Vitriolic Sphere","source":"You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.","level":4,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.","atHigherLevels":"Using a Higher-Level Spell Slot: The initial damage increases by 2d4 for each spell slot level above 4.","prepared":false,"roll":{"4":"10d4","5":"12d4","6":"14d4","7":"16d4","8":"18d4","9":"20d4","base":"5d4"},"tags":["School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop bile","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wall_of_fire","title":"Wall of Fire","source":"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\tWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\tOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.","level":4,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\tWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\tOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 4.","prepared":false,"roll":{"4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["Cleric (Light Domain)","Warlock (Celestial Patron)","Warlock (Fiend Patron)","School: Evocation","Druid","Sorcerer","Wizard","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of charcoal","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wall_of_force","title":"Wall of Force","source":"An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).\n\tNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.","level":5,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).\n\tNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Clockwork Sorcery)","School: Evocation","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a shard of glass","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wall_of_ice","title":"Wall of Ice","source":"You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\n\tIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.\n\tThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.\n\tA creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.","level":6,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.\n\tIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.\n\tThe wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.\n\tA creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.","prepared":false,"roll":{"6":"5d6","7":"6d6","8":"7d6","9":"8d6"},"tags":["School: Evocation","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of quartz","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wall_of_stone","title":"Wall of Stone","source":"A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\n\tIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\n\tThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n\tIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.\n\tThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.\n\tIf you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.","level":5,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\n\tIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\n\tThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n\tIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.\n\tThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.\n\tIf you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Arid)","School: Evocation","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a cube of granite","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wall_of_thorns","title":"Wall of Thorns","source":"You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\n\tWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.\n\tA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.","level":6,"school":"Conjuration","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\n\tWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.\n\tA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.","atHigherLevels":"Using a Higher-Level Spell Slot: Both types of damage increase by 1d8 for each spell slot level above 6.","prepared":false,"roll":{"6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["School: Conjuration","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a handful of thorns","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"warding_bond","title":"Warding Bond","source":"You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\n\tThe spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.","level":2,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.\n\tThe spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"water_breathing","title":"Water Breathing","source":"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","level":3,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Sea)","School: Transmutation","Ritual Caster","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a short reed","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"water_walk","title":"Water Walk","source":"This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.\n\tAn affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.","level":3,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 hour","description":"This spell grants the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.\n\tAn affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Ritual Caster","Cleric","Druid","Ranger","Sorcerer"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of cork","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"web","title":"Web","source":"You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\n\tIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\n\tThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\n\tA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\n\tThe webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.","level":2,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 hour","description":"You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\n\tIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\n\tThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\n\tA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\n\tThe webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.","atHigherLevels":"","prepared":false,"roll":{"base":"2d4"},"tags":["Druid (Circle of the Land) (Tropical)","School: Conjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of spiderweb","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"weird","title":"Weird","source":"You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.\n\tA Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.","level":9,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.\n\tA Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.","atHigherLevels":"","prepared":false,"roll":{"base":"5d10"},"tags":["School: Illusion","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wind_walk","title":"Wind Walk","source":"You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.\n\tIf a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.","level":6,"school":"Transmutation","castingTime":"1 minute","range":"30 feet","duration":"8 hour","description":"You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.\n\tIf a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a candle","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wind_wall","title":"Wind Wall","source":"A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\n\tWhen the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\tThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.","level":3,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.\n\tWhen the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.\n\tThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.","atHigherLevels":"","prepared":false,"roll":{"base":"4d8"},"tags":["School: Evocation","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a fan and a feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wish","title":"Wish","source":"Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\n\tThe basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\n\tAlternatively, you can create one of the following effects of your choice:\n\nObject Creation: You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\n\nInstant Health: You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.\n\nResistance: You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.\n\nSpell Immunity: You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\n\nSudden Learning: You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\n\nRoll Redo: You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.\n\nReshape Reality: You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.\n\tThe stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 chance that you are unable to cast Wish ever again if you suffer this stress.","level":9,"school":"Conjuration","castingTime":"Action","range":"Self","duration":"Instantaneous","description":"Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\n\tThe basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\n\tAlternatively, you can create one of the following effects of your choice:\n\nObject Creation: You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\n\nInstant Health: You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.\n\nResistance: You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.\n\nSpell Immunity: You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\n\nSudden Learning: You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\n\nRoll Redo: You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.\n\nReshape Reality: You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.\n\tThe stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 chance that you are unable to cast Wish ever again if you suffer this stress.","atHigherLevels":"","prepared":false,"roll":{"base":"2d4"},"tags":["School: Conjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"witch_bolt","title":"Witch Bolt","source":"A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.\n\tOn each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.\n\tThe spell ends if the target is ever outside the spell's range or if it has Total Cover from you.","level":1,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.\n\tOn each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.\n\tThe spell ends if the target is ever outside the spell's range or if it has Total Cover from you.","atHigherLevels":"Using a Higher-Level Spell Slot: The initial damage increases by 1d12 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d12","2":"3d12","3":"4d12","4":"5d12","5":"6d12","6":"7d12","7":"8d12","8":"9d12","9":"10d12"},"tags":["School: Evocation","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a twig struck by lightning","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"word_of_radiance","title":"Word of Radiance","source":"Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.\n\nCantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","level":0,"school":"Evocation","castingTime":"Action","range":"Self","duration":"Instantaneous","description":"Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.\n\nCantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).","atHigherLevels":"","prepared":false,"roll":{"0":"1d6","5":"2d6","11":"3d6","17":"4d6","base":"1d6"},"tags":["School: Evocation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a sunburst token","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"word_of_recall","title":"Word of Recall","source":"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\n\tYou must designate a location, such as a temple, as a sanctuary by casting this spell there.","level":6,"school":"Conjuration","castingTime":"Action","range":"5 feet","duration":"Instantaneous","description":"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\n\tYou must designate a location, such as a temple, as a sanctuary by casting this spell there.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wrathful_smite","title":"Wrathful Smite","source":"The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.","level":1,"school":"Necromancy","castingTime":"Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike","range":"Self","duration":"1 minute","description":"The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"1d6","2":"2d6","3":"3d6","4":"4d6","5":"5d6","6":"6d6","7":"7d6","8":"8d6","9":"9d6"},"tags":["School: Necromancy","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"yolandes_regal_presence","title":"Yolande's Regal Presence","source":"You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn.","level":5,"school":"Enchantment","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn.","atHigherLevels":"","prepared":false,"roll":{"base":"4d6"},"tags":["Paladin (Oath of Glory)","School: Enchantment","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a miniature tiara","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"zone_of_truth","title":"Zone of Truth","source":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\tAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"10 minute","description":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\tAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","School: Enchantment","Bard","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"alustriels_mooncloak","title":"Alustriel's Mooncloak","source":"For the duration, moonlight fills a 20-foot Emanation originating from you with Dim Light. While in that area, you and your allies have Half Cover and Resistance to Cold, Lightning, and Radiant damage.\n\tWhile the spell lasts, you can use one of the following options, ending the spell immediately:\n\nLiberation: When you fail a saving throw to avoid or end the Frightened, Grappled, or Restrained condition, you can take a Reaction to succeed on the save instead.\n\nRespite: As a Magic action, you or an ally within the area regains Hit Points equal to 4d10 plus your spellcasting ability modifier.","level":5,"school":"Abjuration","castingTime":"1 action","range":"Self","duration":"Concentration, up to 1 minute","description":"For the duration, moonlight fills a 20-foot Emanation originating from you with Dim Light. While in that area, you and your allies have Half Cover and Resistance to Cold, Lightning, and Radiant damage.\n\tWhile the spell lasts, you can use one of the following options, ending the spell immediately:\n\nLiberation: When you fail a saving throw to avoid or end the Frightened, Grappled, or Restrained condition, you can take a Reaction to succeed on the save instead.\n\nRespite: As a Magic action, you or an ally within the area regains Hit Points equal to 4d10 plus your spellcasting ability modifier.","atHigherLevels":"","prepared":false,"roll":{"base":"4d10"},"tags":["Bard","Druid","Ranger","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a moonstone worth 50+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"backlash","title":"Backlash","source":"You ward yourself against destructive energy, reducing the damage taken by 4d6 plus your spellcasting ability modifier.\n\tIf the triggering damage was from a creature within range, you can force the creature to make a Constitution saving throw. The creature takes 4d6 Force damage on a failed save or half as much damage on a successful one.\n\nAt Higher Levels: The damage reduction and Force damage from this spell both increase by 1d6 for every spell slot level above 4.","level":4,"school":"Abjuration","castingTime":"1 reaction, which you take in response to taking damage","range":"60 feet","duration":"Instantaneous","description":"You ward yourself against destructive energy, reducing the damage taken by 4d6 plus your spellcasting ability modifier.\n\tIf the triggering damage was from a creature within range, you can force the creature to make a Constitution saving throw. The creature takes 4d6 Force damage on a failed save or half as much damage on a successful one.\n\nAt Higher Levels: The damage reduction and Force damage from this spell both increase by 1d6 for every spell slot level above 4.","atHigherLevels":"","prepared":false,"roll":{"4":"4d6","5":"5d6","6":"6d6","7":"7d6","8":"8d6","9":"9d6"},"tags":["Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"blade_of_disaster","title":"Blade of Disaster","source":"You create a 3-foot-long blade-shaped planar rift that lasts for the duration. The rift appears within range in a space of your choice, and you can immediately make up to two melee spell attacks, each one against a creature or object within 5 feet of the rift. On a hit, the target takes 10d6 Force damage. This attack scores a Critical Hit if the number on the d20 is 18 or higher.\n\tAs a Bonus Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at different ones.\n\tThe blade can harmlessly pass through any barrier, including ones created by spells like Wall of Force.","level":9,"school":"Conjuration","castingTime":"1 bonus action","range":"5 feet","duration":"Concentration, up to 1 minute","description":"You create a 3-foot-long blade-shaped planar rift that lasts for the duration. The rift appears within range in a space of your choice, and you can immediately make up to two melee spell attacks, each one against a creature or object within 5 feet of the rift. On a hit, the target takes 10d6 Force damage. This attack scores a Critical Hit if the number on the d20 is 18 or higher.\n\tAs a Bonus Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at different ones.\n\tThe blade can harmlessly pass through any barrier, including ones created by spells like Wall of Force.","atHigherLevels":"","prepared":false,"roll":{"base":"10d6"},"tags":["Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"cacophonic_shield","title":"Cacophonic Shield","source":"Thunderous reverberations fill a 10-foot Emanation originating from you for the duration. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d6 Thunder damage and has the Deafened condition until the start of your next turn. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn. When you cast this spell, you can designate creatures to be unaffected by it.\n\tIn addition, you have Resistance to Thunder damage, and ranged attack rolls against you are made with Disadvantage.\n\nAt Higher Levels: The damage increases by 1d6 for each spell slot level above 3.","level":3,"school":"Evocation","castingTime":"1 action","range":"Self","duration":"Concentration, up to 10 minutes","description":"Thunderous reverberations fill a 10-foot Emanation originating from you for the duration. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d6 Thunder damage and has the Deafened condition until the start of your next turn. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn. When you cast this spell, you can designate creatures to be unaffected by it.\n\tIn addition, you have Resistance to Thunder damage, and ranged attack rolls against you are made with Disadvantage.\n\nAt Higher Levels: The damage increases by 1d6 for each spell slot level above 3.","atHigherLevels":"","prepared":false,"roll":{"3":"3d6","4":"4d6","5":"5d6","6":"6d6","7":"7d6","8":"8d6","9":"9d6"},"tags":["Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"conjure_constructs","title":"Conjure Constructs","source":"You conjure a group of intangible, orderly spirits that appear as a Medium group of modrons or other Constructs in an unoccupied space you can see within range. The spirits last for the duration. When you cast this spell and as a Magic action on subsequent turns, you can command the spirits to target one creature or object you can see within 5 feet of the spirits and create one of the following effects:\n\nClockwork Force: The target makes a Dexterity saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.\n\nOrderly Ward: The target gains Temporary Hit Points equal to 1d6 plus your spellcasting ability modifier.\n\nWhen you move on your turn, you can also move the spirits up to 30 feet to an unoccupied space you can see.\n\nAt Higher Levels: The damage and Temporary Hit Points both increase by 1d6 for each spell slot level above 3.","level":3,"school":"Conjuration","castingTime":"1 action","range":"60 feet","duration":"Concentration, up to 10 minutes","description":"You conjure a group of intangible, orderly spirits that appear as a Medium group of modrons or other Constructs in an unoccupied space you can see within range. The spirits last for the duration. When you cast this spell and as a Magic action on subsequent turns, you can command the spirits to target one creature or object you can see within 5 feet of the spirits and create one of the following effects:\n\nClockwork Force: The target makes a Dexterity saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.\n\nOrderly Ward: The target gains Temporary Hit Points equal to 1d6 plus your spellcasting ability modifier.\n\nWhen you move on your turn, you can also move the spirits up to 30 feet to an unoccupied space you can see.\n\nAt Higher Levels: The damage and Temporary Hit Points both increase by 1d6 for each spell slot level above 3.","atHigherLevels":"","prepared":false,"roll":{"3":"1d6","4":"2d6","5":"3d6","6":"4d6","7":"5d6","8":"6d6","9":"7d6"},"tags":["Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a brass cog","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"death_armor","title":"Death Armor","source":"For the duration, an inky aura surrounds one creature you touch. The target has Advantage on Death Saving Throws, and once per turn, when a creature within 5 feet of the target hits it with a melee attack roll, the attacker takes 2d4 Necrotic damage.","level":2,"school":"Necromancy","castingTime":"1 action","range":"Touch","duration":"1 hour","description":"For the duration, an inky aura surrounds one creature you touch. The target has Advantage on Death Saving Throws, and once per turn, when a creature within 5 feet of the target hits it with a melee attack roll, the attacker takes 2d4 Necrotic damage.","atHigherLevels":"","prepared":false,"roll":{"base":"2d4"},"tags":["Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an onyx worth 50+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"deryans_helpful_homunculi","title":"Deryan's Helpful Homunculi","source":"You summon a group of helpful spirits, which lasts for the duration. The spirits appear as homunculi or as another Construct of your choice but are intangible and invulnerable, and they are considered to have proficiency in the Arcana skill and with the set or Artisan's Tools used in the spell's casting.\n\tIf you are crafting an item, the spirits function as a single assistant for your crafting, halving the crafting time.","level":2,"school":"Conjuration","castingTime":"1 action or ritual","range":"Self","duration":"8 hours","description":"You summon a group of helpful spirits, which lasts for the duration. The spirits appear as homunculi or as another Construct of your choice but are intangible and invulnerable, and they are considered to have proficiency in the Arcana skill and with the set or Artisan's Tools used in the spell's casting.\n\tIf you are crafting an item, the spirits function as a single assistant for your crafting, halving the crafting time.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"powdered gemstones worth 100+ GP, which the spell consumes, and one set of Artisan's Tools with which you have proficiency","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dirge","title":"Dirge","source":"Deathly power fills a 60-foot Emanation originating from you for the duration.\n\tWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature can't regain Hit Points while in the Emanation. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d10 Necrotic damage and has the Prone condition. On a successful save, the creature takes half as much damage and its Speed is halved. A creature makes this save only once per turn.\n\nCasting as a Circle Spell: Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its duration becomes Concentration, up to 10 minutes.\n\tA creature that fails its save against the spell's effect also gains 1 Exhaustion level. While the creature has Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level.\n\tWhen the spell is cast, each secondary caster must expend a level 4+ spell slot; otherwise, the spell fails.","level":6,"school":"Enchantment","castingTime":"1 action","range":"Self","duration":"Concentration, up to 1 minute","description":"Deathly power fills a 60-foot Emanation originating from you for the duration.\n\tWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature can't regain Hit Points while in the Emanation. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d10 Necrotic damage and has the Prone condition. On a successful save, the creature takes half as much damage and its Speed is halved. A creature makes this save only once per turn.\n\nCasting as a Circle Spell: Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its duration becomes Concentration, up to 10 minutes.\n\tA creature that fails its save against the spell's effect also gains 1 Exhaustion level. While the creature has Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level.\n\tWhen the spell is cast, each secondary caster must expend a level 4+ spell slot; otherwise, the spell fails.","atHigherLevels":"","prepared":false,"roll":{"base":"3d10"},"tags":["Bard","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"doomtide","title":"Doomtide","source":"You create a 20-foot-radius Sphere of inky fog within range. The fog is magical Darkness and lasts for the duration or until a strong wind (such as the one created by the Gust of Wind spell) disperses it, ending the spell.\n\tEach creature in the Sphere when it appears makes a Wisdom saving throw. On a failed save, a creature takes 5d6 Psychic damage and subtracts 1d6 from its saving throws until the end of its next turn. On a successful save, a creature takes half as much damage only. A creature also makes this save when the Sphere moves into its space, when it enters the Sphere, or when it ends its turn inside the Sphere. A creature makes this save only once per turn.\n\tThe Sphere moves 10 feet away from you at the start of each of your turns.\n\nCasting as a Circle Spell: Casting this as a Circle spell requires a minimum of five secondary casters. In addition to the spell's usual components, you must provide a special component (a string of three black pearls from Pandemonium), which the spell consumes. The spell's range increases to 1 mile, and its duration increases to until dispelled (no Concentration required). The spell ends early if any caster who participated in this casting contributes to another casting of Doomtide as a Circle spell.\n\tWhen the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.","level":4,"school":"Conjuration","castingTime":"1 action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create a 20-foot-radius Sphere of inky fog within range. The fog is magical Darkness and lasts for the duration or until a strong wind (such as the one created by the Gust of Wind spell) disperses it, ending the spell.\n\tEach creature in the Sphere when it appears makes a Wisdom saving throw. On a failed save, a creature takes 5d6 Psychic damage and subtracts 1d6 from its saving throws until the end of its next turn. On a successful save, a creature takes half as much damage only. A creature also makes this save when the Sphere moves into its space, when it enters the Sphere, or when it ends its turn inside the Sphere. A creature makes this save only once per turn.\n\tThe Sphere moves 10 feet away from you at the start of each of your turns.\n\nCasting as a Circle Spell: Casting this as a Circle spell requires a minimum of five secondary casters. In addition to the spell's usual components, you must provide a special component (a string of three black pearls from Pandemonium), which the spell consumes. The spell's range increases to 1 mile, and its duration increases to until dispelled (no Concentration required). The spell ends early if any caster who participated in this casting contributes to another casting of Doomtide as a Circle spell.\n\tWhen the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.","atHigherLevels":"","prepared":false,"roll":{"base":"1d6"},"tags":["Bard","Cleric","Warlock"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"soot and a dried eel","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"elminsters_effulgent_spheres","title":"Elminster's Effulgent Spheres","source":"Six chromatic spheres orbit you for the duration.\n\tWhile the spheres are present, you can expend spheres to create the following effects:\n\nAbsorb Energy. When you take Acid, Cold, Fire, Lightning, or Thunder damage, you can take a Reaction to expend one sphere and give yourself Resistance to the triggering damage type until the start of your next turn.\n\nEnergy Blast. As a Bonus Action, you send one sphere hurtling toward a target within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes 3d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice). Regardless of whether you hit, the sphere is expended.\n\nThe spell ends early if you have no more spheres remaining.\n\nAt Higher Levels: The number of spheres increases by 1 for every spell slot level above 6.","level":6,"school":"Evocation","castingTime":"1 action","range":"Self","duration":"1 hour","description":"Six chromatic spheres orbit you for the duration.\n\tWhile the spheres are present, you can expend spheres to create the following effects:\n\nAbsorb Energy. When you take Acid, Cold, Fire, Lightning, or Thunder damage, you can take a Reaction to expend one sphere and give yourself Resistance to the triggering damage type until the start of your next turn.\n\nEnergy Blast. As a Bonus Action, you send one sphere hurtling toward a target within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes 3d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice). Regardless of whether you hit, the sphere is expended.\n\nThe spell ends early if you have no more spheres remaining.\n\nAt Higher Levels: The number of spheres increases by 1 for every spell slot level above 6.","atHigherLevels":"","prepared":false,"roll":{"base":"3d6"},"tags":["Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an opal worth 1,000 GP+","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"elminsters_elusion","title":"Elminster's Elusion","source":"Arcane wards protect you against magic for the duration. You have Advantage on saving throws against spells and magical effects. Additionally, if you succeed on a saving throw against a spell or magical effect and would normally take half as much damage, you instead take no damage.","level":2,"school":"Abjuration","castingTime":"1 bonus action","range":"Self","duration":"Concentration, up to 10 minutes","description":"Arcane wards protect you against magic for the duration. You have Advantage on saving throws against spells and magical effects. Additionally, if you succeed on a saving throw against a spell or magical effect and would normally take half as much damage, you instead take no damage.","atHigherLevels":"","prepared":false,"roll":{"base":"1d8"},"tags":["Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"holy_star_of_mystra","title":"Holy Star of Mystra","source":"You create a glowing mote of energy that hovers above you for the duration. The mote sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.\n\tWhen you cast this spell and as a Bonus Action on later turns, you can unleash a shining bolt from the mote, targeting one creature within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes Force or Radiant damage (your choice) equal to 4d10 plus your spellcasting ability modifier.\n\tIn addition, while the mote is present, you have Three-Quarters Cover, and if you succeed on a saving throw against a spell of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.","level":8,"school":"Evocation","castingTime":"1 bonus action","range":"Self","duration":"Concentration, up to 1 minute","description":"You create a glowing mote of energy that hovers above you for the duration. The mote sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.\n\tWhen you cast this spell and as a Bonus Action on later turns, you can unleash a shining bolt from the mote, targeting one creature within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes Force or Radiant damage (your choice) equal to 4d10 plus your spellcasting ability modifier.\n\tIn addition, while the mote is present, you have Three-Quarters Cover, and if you succeed on a saving throw against a spell of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.","atHigherLevels":"","prepared":false,"roll":{"base":"4d10"},"tags":["Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"laerals_silver_lance","title":"Laeral's Silver Lance","source":"Silver energy bursts out from you in a 120-foot-long, 5-foot-wide Line. Each creature of your choice in the Line makes a Strength saving throw. On a failed save, a creature takes 3d10 Force damage and has the Prone condition. On a successful save, a creature takes half as much damage only.\n\nAt Higher Levels: The damage increases by 1d10 for every spell slot level above 3.","level":3,"school":"Evocation","castingTime":"1 action","range":"Self","duration":"Instantaneous","description":"Silver energy bursts out from you in a 120-foot-long, 5-foot-wide Line. Each creature of your choice in the Line makes a Strength saving throw. On a failed save, a creature takes 3d10 Force damage and has the Prone condition. On a successful save, a creature takes half as much damage only.\n\nAt Higher Levels: The damage increases by 1d10 for every spell slot level above 3.","atHigherLevels":"","prepared":false,"roll":{"3":"3d10","4":"4d10","5":"5d10","6":"6d10","7":"7d10","8":"8d10","9":"9d10"},"tags":["Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a silver pin worth 250+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"simbuls_synostodweomer","title":"Simbul's Synostodweomer","source":"You imbue one creature you touch with magical healing energy for the duration. Whenever the target casts a spell using a spell slot, the target can immediately roll a number of unexpended Hit Point Dice equal to the spell slot's level and regain Hit Points equal to the roll's total plus your spellcasting ability modifier; those dice are then expended.","level":7,"school":"Transmutation","castingTime":"1 action","range":"Touch","duration":"1 hour","description":"You imbue one creature you touch with magical healing energy for the duration. Whenever the target casts a spell using a spell slot, the target can immediately roll a number of unexpended Hit Point Dice equal to the spell slot's level and regain Hit Points equal to the roll's total plus your spellcasting ability modifier; those dice are then expended.","atHigherLevels":"","prepared":false,"roll":{"base":"1d6"},"tags":["Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"songals_elemental_suffusion","title":"Songal's Elemental Suffusion","source":"You imbue yourself with the elemental power of genies. You gain the following benefits until the spell ends:\n\nElemental Immunity: When you cast this spell, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You have Resistance to the chosen damage type.\n\nElemental Pulse: When you cast this spell and at the start of each of your subsequent turns, you release a burst of elemental energy in a 15-foot Emanation originating from yourself. Each creature of your choice in that area makes a Dexterity saving throw. On a failed save, a creature takes 2d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice) and has the Prone condition. On a successful save, a creature takes half as much damage only.\n\nFlight: You gain a Fly Speed of 30 feet and can hover.\n\nCasting as a Circle Spell: If the spell is cast as a Circle spell, its casting time increases to 1 minute, and its duration increases to Concentration, up to 10 minutes. For each secondary caster who participates in the casting, you can choose one additional creature, to a maximum of nine additional creatures. The chosen creatures also gain the benefits of the spell for its duration.\n\tWhen the spell is cast, each secondary caster must expend a level 2+ spell slot; otherwise, the spell fails.","level":5,"school":"Transmutation","castingTime":"1 action","range":"Self","duration":"Concentration, up to 1 minute","description":"You imbue yourself with the elemental power of genies. You gain the following benefits until the spell ends:\n\nElemental Immunity: When you cast this spell, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You have Resistance to the chosen damage type.\n\nElemental Pulse: When you cast this spell and at the start of each of your subsequent turns, you release a burst of elemental energy in a 15-foot Emanation originating from yourself. Each creature of your choice in that area makes a Dexterity saving throw. On a failed save, a creature takes 2d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice) and has the Prone condition. On a successful save, a creature takes half as much damage only.\n\nFlight: You gain a Fly Speed of 30 feet and can hover.\n\nCasting as a Circle Spell: If the spell is cast as a Circle spell, its casting time increases to 1 minute, and its duration increases to Concentration, up to 10 minutes. For each secondary caster who participates in the casting, you can choose one additional creature, to a maximum of nine additional creatures. The chosen creatures also gain the benefits of the spell for its duration.\n\tWhen the spell is cast, each secondary caster must expend a level 2+ spell slot; otherwise, the spell fails.","atHigherLevels":"","prepared":false,"roll":{"base":"2d6"},"tags":["Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pearl worth 100+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"spellfire_flare","title":"Spellfire Flare","source":"You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the target takes 2d10 Radiant damage.\n\nAt Higher Levels: You create an additional blast for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.","level":1,"school":"Evocation","castingTime":"1 action","range":"60 feet","duration":"Instantaneous","description":"You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the target takes 2d10 Radiant damage.\n\nAt Higher Levels: You create an additional blast for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.","atHigherLevels":"","prepared":false,"roll":{"1":"2d10","2":"4d10","3":"6d10","4":"8d10","5":"10d10","6":"12d10","7":"14d10","8":"16d10","9":"18d10"},"tags":["Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"spellfire_storm","title":"Spellfire Storm","source":"You conjure a pillar of spellfire in a 20-foot-radius, 20-foot-high Cylinder centered on a point within range. The area of the Cylinder is Bright Light, and each creature in it when it appears makes a Constitution saving throw, taking 4d10 Radiant damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.\n\tIn addition, whenever a creature in the Cylinder casts a spell, that creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.\n\tWhen you cast this spell, you can designate creatures to be unaffected by it.\n\nCasting as a Circle Spell: In addition to the spell's usual components, you must provide a special component (a blue star sapphire worth 25,000+ GP), which the spell consumes. The spell's range increases to 1 mile, and it no longer requires Concentration. When the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.\n\tThe number of secondary casters determines the spell's area of effect and duration. The spell ends early if any caster who participated in this casting contributes to another casting of Spellfire Storm as a Circle spell.\n\nAt Higher Levels: The damage increases by 1d10 for every spell slot level above 4.","level":4,"school":"Evocation","castingTime":"1 action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"You conjure a pillar of spellfire in a 20-foot-radius, 20-foot-high Cylinder centered on a point within range. The area of the Cylinder is Bright Light, and each creature in it when it appears makes a Constitution saving throw, taking 4d10 Radiant damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.\n\tIn addition, whenever a creature in the Cylinder casts a spell, that creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.\n\tWhen you cast this spell, you can designate creatures to be unaffected by it.\n\nCasting as a Circle Spell: In addition to the spell's usual components, you must provide a special component (a blue star sapphire worth 25,000+ GP), which the spell consumes. The spell's range increases to 1 mile, and it no longer requires Concentration. When the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.\n\tThe number of secondary casters determines the spell's area of effect and duration. The spell ends early if any caster who participated in this casting contributes to another casting of Spellfire Storm as a Circle spell.\n\nAt Higher Levels: The damage increases by 1d10 for every spell slot level above 4.","atHigherLevels":"","prepared":false,"roll":{"4":"4d10","5":"5d10","6":"6d10","7":"7d10","8":"8d10","9":"9d10"},"tags":["Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"syluns_viper","title":"Sylun\u00e9's Viper","source":"A shimmering, spectral snake encircles your body for the duration. You gain 15 Temporary Hit Points; the spell ends early if you have no Temporary Hit Points left.\n\tWhile the spell is active, you gain the following benefits:\n\nClimbing. You gain a Climb Speed equal to your Speed.\n\nVenomous Bite. As a Magic action, you can make a ranged spell attack using the snake against one creature within 50 feet. On a hit, the target takes 1d6 Force damage and has the Poisoned condition until the start of your next turn. While Poisoned, the target has the Incapacitated condition.\n\nAt Higher Levels: For each spell slot level above 3, the number of Temporary Hit Points you gain from this spell increases by 5, and the damage of Venomous Bite increases by 1d6.","level":3,"school":"Conjuration","castingTime":"1 bonus action","range":"Self","duration":"1 hour","description":"A shimmering, spectral snake encircles your body for the duration. You gain 15 Temporary Hit Points; the spell ends early if you have no Temporary Hit Points left.\n\tWhile the spell is active, you gain the following benefits:\n\nClimbing. You gain a Climb Speed equal to your Speed.\n\nVenomous Bite. As a Magic action, you can make a ranged spell attack using the snake against one creature within 50 feet. On a hit, the target takes 1d6 Force damage and has the Poisoned condition until the start of your next turn. While Poisoned, the target has the Incapacitated condition.\n\nAt Higher Levels: For each spell slot level above 3, the number of Temporary Hit Points you gain from this spell increases by 5, and the damage of Venomous Bite increases by 1d6.","atHigherLevels":"","prepared":false,"roll":{"3":"1d6","4":"2d6","5":"3d6","6":"4d6","7":"5d6","8":"6d6","9":"7d6"},"tags":["Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a snake fang","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wardaway","title":"Wardaway","source":"You hurl a disorienting magical force toward one creature within range. The target makes a Constitution saving throw; Constructs and Undead automatically succeed on this save.\n\tOn a failed save, the target takes 2d4 Force damage, its Speed is halved until the start of your next turn, and on its next turn, it can take only an action or a Bonus Action (but not both). On a successful save, the target takes half as much damage only.\n\nAt Higher Levels: The damage increases by 2d4 for every spell slot level above 1.","level":1,"school":"Abjuration","castingTime":"1 action","range":"60 feet","duration":"Instantaneous","description":"You hurl a disorienting magical force toward one creature within range. The target makes a Constitution saving throw; Constructs and Undead automatically succeed on this save.\n\tOn a failed save, the target takes 2d4 Force damage, its Speed is halved until the start of your next turn, and on its next turn, it can take only an action or a Bonus Action (but not both). On a successful save, the target takes half as much damage only.\n\nAt Higher Levels: The damage increases by 2d4 for every spell slot level above 1.","atHigherLevels":"","prepared":false,"roll":{"1":"2d4","2":"4d4","3":"6d4","4":"8d4","5":"10d4","6":"12d4","7":"14d4","8":"16d4","9":"18d4"},"tags":["Bard","Cleric","Paladin","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a miniature clay hand","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"features":[{"id":"1_Becoming A Barbarian As A Level 1 Character_Barbarian","name":"Becoming A Barbarian As A Level 1 Character","description":"As a 1st-level Barbarian, you begin play with 12 + your Constitution modifier hit points.\n\nCore Barbarian Traits\nPrimary Ability: Strength\nHit Point Die: D12 per Barbarian level\nSaving Throw Proficiencies: Strength and Constitution\nSkill Proficiencies: Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival\nWeapon Proficiencies: Simple and Martial weapons\nArmor Training: Light and Medium armor and Shields\nStarting Equipment: Choose A or B: (A) Greataxe, 4 Handaxes, Explorer's Pack, and 15 GP; or (B) 75 GP\n\nSource:\tPlayer's Handbook (2024) p. 51","type":"Barbarian Class Feature","prerequisiteList":[],"customFields":{"Rage":{"1":2,"3":3,"6":4,"12":5,"17":6,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Barbarian As A Multiclass Character_Barbarian","name":"Becoming A Barbarian As A Multiclass Character","description":"Core Barbarian Traits\nHit Point Die: D12 per Barbarian level\nWeapon Proficiencies: Martial weapons\nArmor Training: Shields\n\nSource:\tPlayer's Handbook (2024) p. 51","type":"Barbarian Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Frenzy (Path of the Berserker)_Path of the Berserker","name":"Level 3: Frenzy (Path of the Berserker)","description":"If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.\n\nSource:\tPlayer's Handbook (2024) p. 54","type":"Path of the Berserker Feature","prerequisiteList":[],"customFields":{"Warrior of the Gods":{"3":4,"6":5,"12":6,"17":7,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Mindless Rage (Path of the Berserker)_Path of the Berserker","name":"Level 6: Mindless Rage (Path of the Berserker)","description":"You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.\n\nSource:\tPlayer's Handbook (2024) p. 54","type":"Path of the Berserker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Retaliation (Path of the Berserker)_Path of the Berserker","name":"Level 10: Retaliation (Path of the Berserker)","description":"When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.\n\nSource:\tPlayer's Handbook (2024) p. 54","type":"Path of the Berserker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"14_Level 14: Intimidating Presence (Path of the Berserker)_Path of the Berserker","name":"Level 14: Intimidating Presence (Path of the Berserker)","description":"As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 54","type":"Path of the Berserker Feature","prerequisiteList":[],"customFields":{"Intimidating Presence":{"14":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Animal Speaker (Path of the Wild Heart)_Path of the Wild Heart","name":"Level 3: Animal Speaker (Path of the Wild Heart)","description":"You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them.\n\nSource:\tPlayer's Handbook (2024) p. 55","type":"Path of the Wild Heart Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Rage of the Wilds (Path of the Wild Heart)_Path of the Wild Heart","name":"Level 3: Rage of the Wilds (Path of the Wild Heart)","description":"Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.\n\nBear. While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.\n\nEagle. When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those actions.\n\nWolf. While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.\n\nSource:\tPlayer's Handbook (2024) p. 55","type":"Path of the Wild Heart Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"6_Level 6: Aspect of the Wilds (Path of the Wild Heart)_Path of the Wild Heart","name":"Level 6: Aspect of the Wilds (Path of the Wild Heart)","description":"You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.\n\nOwl. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.\n\nPanther. You have a Climb Speed equal to your Speed.\n\nSalmon. You have a Swim Speed equal to your Speed.\n\nSource:\tPlayer's Handbook (2024) p. 55","type":"Path of the Wild Heart Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Nature Speaker (Path of the Wild Heart)_Path of the Wild Heart","name":"Level 10: Nature Speaker (Path of the Wild Heart)","description":"You can cast the Commune with Nature spell but only as a Ritual. Wisdom is your spellcasting ability for it.\n\nSource:\tPlayer's Handbook (2024) p. 55","type":"Path of the Wild Heart Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Power of the Wilds (Path of the Wild Heart)_Path of the Wild Heart","name":"Level 14: Power of the Wilds (Path of the Wild Heart)","description":"Whenever you activate your Rage, you gain one of the following options of your choice.\n\nFalcon. While your Rage is active, you have a Fly Speed equal to your Speed if you aren't wearing any armor.\n\nLion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.\n\nRam. While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.\n\nSource:\tPlayer's Handbook (2024) p. 55","type":"Path of the Wild Heart Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Vitality of the Tree (Path of the World Tree)_Path of the World Tree","name":"Level 3: Vitality of the Tree (Path of the World Tree)","description":"Your Rage taps into the life force of the World Tree. You gain the following benefits:\n\nVitality Surge. When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.\n\nLife-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.\n\nSource:\tPlayer's Handbook (2024) p. 56","type":"Path of the World Tree Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Branches of the Tree (Path of the World Tree)_Path of the World Tree","name":"Level 6: Branches of the Tree (Path of the World Tree)","description":"Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its Speed to 0 until the end of the current turn.\n\nSource:\tPlayer's Handbook (2024) p. 56","type":"Path of the World Tree Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"10_Level 10: Battering Roots (Path of the World Tree)_Path of the World Tree","name":"Level 10: Battering Roots (Path of the World Tree)","description":"During your turn, your reach is 10 feet greater with any Melee weapon that has the Heavy or Versatile property, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to a different mastery property you're using with that weapon.\n\nSource:\tPlayer's Handbook (2024) p. 56","type":"Path of the World Tree Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Travel Along The Tree (Path of the World Tree)_Path of the World Tree","name":"Level 14: Travel Along The Tree (Path of the World Tree)","description":"When you activate your Rage and as a Bonus Action while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.\n\tIn addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space.\n\nSource:\tPlayer's Handbook (2024) p. 56","type":"Path of the World Tree Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Divine Fury (Path of the Zealot)_Path of the Zealot","name":"Level 3: Divine Fury (Path of the Zealot)","description":"You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.\n\nSource:\tPlayer's Handbook (2024) p. 57","type":"Path of the Zealot Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Warrior of the Gods (Path of the Zealot)_Path of the Zealot","name":"Level 3: Warrior of the Gods (Path of the Zealot)","description":"A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll's total.\n\tYour pool regains all expended dice when you finish a Long Rest.\n\tThe pool's maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice).\n\nSource:\tPlayer's Handbook (2024) p. 57","type":"Path of the Zealot Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"6_Level 6: Fanatical Focus (Path of the Zealot)_Path of the Zealot","name":"Level 6: Fanatical Focus (Path of the Zealot)","description":"Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll.\n\nSource:\tPlayer's Handbook (2024) p. 57","type":"Path of the Zealot Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Zealous Presence (Path of the Zealot)_Path of the Zealot","name":"Level 10: Zealous Presence (Path of the Zealot)","description":"As a Bonus Action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain Advantage on attack rolls and saving throws until the start of your next turn.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 57","type":"Path of the Zealot Feature","prerequisiteList":[],"customFields":{"Zealous Presence":{"10":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"14_Level 14: Rage of the Gods (Path of the Zealot)_Path of the Zealot","name":"Level 14: Rage of the Gods (Path of the Zealot)","description":"When you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 Hit Points. Once you use this feature, you can't do so again until you finish a Long Rest.\n\tWhile in this form, you gain the benefits below.\n\nFlight. You have a Fly Speed equal to your Speed and can hover.\n\nResistance. You have Resistance to Necrotic, Psychic, and Radiant damage.\n\nRevivification. When a creature within 30 feet of you would drop to 0 Hit Points. you can take a Reaction to expend a use of your Rage to instead change the target's Hit Points to a number equal to your Barbarian level.\n\nSource:\tPlayer's Handbook (2024) p. 57","type":"Path of the Zealot Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"1_Becoming A Bard As A Level 1 Character_Bard","name":"Becoming A Bard As A Level 1 Character","description":"As a 1st-level Bard, you begin play with 8 + your Constitution modifier hit points.\n\nCore Bard Traits\nPrimary Ability: Charisma\nHit Point Die: D8 per Bard level\nSaving Throw Proficiencies: Dexterity and Charisma\nSkill Proficiencies: Choose any 3 skills (see chapter 1)\nWeapon Proficiencies: Simple weapons\nTool Proficiencies: Choose 3 Musical Instruments (see chapter 6)\nArmor Training: Light armor\nStarting Equipment: Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP; or (8) 90 GP\n\nSource:\tPlayer's Handbook (2024) p. 59","type":"Bard Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Bard As A Multiclass Character_Bard","name":"Becoming A Bard As A Multiclass Character","description":"Core Bard Traits\nPrimary Ability: Charisma\nHit Point Die: D8 per Bard level\nSkill Proficiencies: proficiency in one skill of your choice\nTool Proficiencies: proficiency with one Musical Instrument of your choice\nArmor Training: Light armor\n\nSource:\tPlayer's Handbook (2024) p. 59","type":"Bard Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Dazzling Footwork (College of Dance)_College of Dance","name":"Level 3: Dazzling Footwork (College of Dance)","description":"While you aren't wearing armor or wielding a Shield, you gain the following benefits.\n\nDance Virtuoso. You have Advantage on any Charisma (Performance) check you make that involves you dancing.\n\nUnarmored Defense. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.\n\nAgile Strikes. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.\n\nBardic Damage. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die.\n\nSource:\tPlayer's Handbook (2024) p. 64","type":"College of Dance Feature","prerequisiteList":[],"customFields":{"Level 6: Blessing of Moonlight":{"6":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"6_Level 6: Inspiring Movement (College of Dance)_College of Dance","name":"Level 6: Inspiring Movement (College of Dance)","description":"When an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction.\n\tNone of this feature's movement provokes Opportunity Attacks.\n\nSource:\tPlayer's Handbook (2024) p. 64","type":"College of Dance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"6_Level 6: Tandem Footwork (College of Dance)_College of Dance","name":"Level 6: Tandem Footwork (College of Dance)","description":"When you roll Initiative, you can expend one use of your Bardic Inspiration if you don't have the Incapacitated condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to Initiative equal to the number rolled.\n\nSource:\tPlayer's Handbook (2024) p. 64","type":"College of Dance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Leading Evasion (College of Dance)_College of Dance","name":"Level 14: Leading Evasion (College of Dance)","description":"When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.\n\tYou can't use this feature if you have the Incapacitated condition.\n\nSource:\tPlayer's Handbook (2024) p. 65","type":"College of Dance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Beguiling Magic (College of Glamour)_College of Glamour","name":"Level 3: Beguiling Magic (College of Glamour)","description":"You always have the Charm Person and Mirror Image spells prepared.\n\tIn addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\tOnce you use this benefit, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 65","type":"College of Glamour Feature","prerequisiteList":[],"customFields":{"Beguiling Magic":{"3":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Mantle of Inspiration (College of Glamour)_College of Glamour","name":"Level 3: Mantle of Inspiration (College of Glamour)","description":"You can weave fey magic into a song or dance to fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of Temporary Hit Points equal to two times the number rolled on the Bardic Inspiration die, and then each can use its Reaction to move up to its Speed without provoking Opportunity Attacks.\n\nSource:\tPlayer's Handbook (2024) p. 65","type":"College of Glamour Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"6_Level 6: Mantle of Majesty (College of Glamour)_College of Glamour","name":"Level 6: Mantle of Majesty (College of Glamour)","description":"You always have the Command spell prepared.\n\tAs a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without expending a spell slot.\n\tAny creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 65","type":"College of Glamour Feature","prerequisiteList":[],"customFields":{"Unbreakable Majesty":{"14":1,"recovery":{"shortRest":"1","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"14_Level 14: Unbreakable Majesty (College of Glamour)_College of Glamour","name":"Level 14: Unbreakable Majesty (College of Glamour)","description":"As a Bonus Action, you can assume a magically majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.\n\tOnce you assume this majestic presence, you can't do so again until you finish a Short or Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 65","type":"College of Glamour Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Bonus Proficiencies (College of Lore)_College of Lore","name":"Level 3: Bonus Proficiencies (College of Lore)","description":"You gain proficiency with three skills of your choice.\n\nSource:\tPlayer's Handbook (2024) p. 66","type":"College of Lore Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Cutting Words (College of Lore)_College of Lore","name":"Level 3: Cutting Words (College of Lore)","description":"You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.\n\nSource:\tPlayer's Handbook (2024) p. 66","type":"College of Lore Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"6_Level 6: Magical Discoveries (College of Lore)_College of Lore","name":"Level 6: Magical Discoveries (College of Lore)","description":"You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.\n\tYou always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.\n\nSource:\tPlayer's Handbook (2024) p. 66","type":"College of Lore Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Peerless Skill (College of Lore)_College of Lore","name":"Level 14: Peerless Skill (College of Lore)","description":"When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.\n\nSource:\tPlayer's Handbook (2024) p. 67","type":"College of Lore Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Combat Inspiration (College of Valor)_College of Valor","name":"Level 3: Combat Inspiration (College of Valor)","description":"You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects.\n\nDefense. When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.\n\nOffense. Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack's damage against the target.\n\nSource:\tPlayer's Handbook (2024) p. 67","type":"College of Valor Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"3_Level 3: Martial Training (College of Valor)_College of Valor","name":"Level 3: Martial Training (College of Valor)","description":"You gain proficiency with Martial weapons and training with Medium armor and Shields.\n\tIn addition, you can use a Simple or Martial weapon as a Spellcasting Focus to cast spells from your Bard spell list.\n\nSource:\tPlayer's Handbook (2024) p. 67","type":"College of Valor Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Extra Attack (College of Valor)_College of Valor","name":"Level 6: Extra Attack (College of Valor)","description":"You can attack twice instead of once whenever you take the Attack action on your turn.\n\tIn addition, you can cast one of your cant rips that has a casting time of an action in place of one of those attacks.\n\nSource:\tPlayer's Handbook (2024) p. 67","type":"College of Valor Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"14_Level 14: Battle Magic (College of Valor)_College of Valor","name":"Level 14: Battle Magic (College of Valor)","description":"After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.\n\nSource:\tPlayer's Handbook (2024) p. 67","type":"College of Valor Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Moon's Inspiration (College of the Moon)_College of the Moon","name":"Level 3: Moon's Inspiration (College of the Moon)","description":"The primal and ever-changing power of the moon flows through you, granting you the following benefits.\n\nInspired Eclipse. When you take a Bonus Action to give a creature a Bardic Inspiration die, you can have the Invisible condition and teleport up to 30 feet to an unoccupied space you can see as part of that Bonus Action. This invisibility lasts until the start of your next turn and ends early immediately after you make an attack roll, deal damage, or cast a spell.\n\nLunar Vitality. Once per turn when you restore Hit Points to a creature with a spell, you can expend a Bardic Inspiration die and increase the amount of Hit Points restored by a number equal to a roll of the Bardic Inspiration die. The creature's Speed also increases by 10 feet until the end of its next turn.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"College of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Primal Lore (College of the Moon)_College of the Moon","name":"Level 3: Primal Lore (College of the Moon)","description":"You learn Druidic and one cantrip from the Druid spell list. It counts as a Bard spell for you but doesn't count against the number of cantrips you know. Whenever you gain a Bard level, you can replace this cantrip with another cantrip of your choice from the Druid spell list.\n\tAdditionally, choose one of the following skills: Animal Handling, Insight, Medicine, Nature, Perception, or Survival. You have proficiency in that skill.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"College of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Blessing of Moonlight (College of the Moon)_College of the Moon","name":"Level 6: Blessing of Moonlight (College of the Moon)","description":"You always have the Moonbeam spell prepared.\n\nWhen you cast Moonbeam, you can modify the spell so that you glow faintly while the spell is active. While glowing, you shed Dim Light out to 5 feet, and whenever a creature fails its saving throw against the effects of this Moonbeam, another creature of your choice that you can see within 60 feet of yourself regains 2d4 Hit Points.\n\tOnce you use this feature to modify a casting of Moonbeam, you can't use it again until you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"College of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Eventide's Splendor (College of the Moon)_College of the Moon","name":"Level 14: Eventide's Splendor (College of the Moon)","description":"You become suffused with the might of the moon, improving your Moon's Inspiration in the following ways.\n\nShadow of the New Moon. When you use Inspired Eclipse, the creature who received the Bardic Inspiration die can also have the Invisible condition and immediately take a Reaction to teleport up to 30 feet to an unoccupied space it can see. The creature remains Invisible until the start of its next turn.\n\nVibrance of the Full Moon. When you use Lunar Vitality, you can roll 1d6 and use the number rolled in place of expending a Bardic Inspiration die.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"College of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"1_Becoming A Cleric As A Level 1 Character_Cleric","name":"Becoming A Cleric As A Level 1 Character","description":"As a 1st-level Cleric, you begin play with 8 + your Constitution modifier hit points.\n\nCore Cleric Traits\nPrimary Ability: Wisdom\nHit Point Die: D8 per Cleric level\nSaving Throw Proficiencies: Wisdom and Charisma\nSkill Proficiencies: Choose 2: History, Insight, Medicine, Persuasion, or Religion\nWeapon Proficiencies: Simple weapons\nArmor Training: Light and Medium armor and Shields\nStarting Equipment: Choose A or 8: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP\n\nSource:\tPlayer's Handbook (2024) p. 69","type":"Cleric Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Cleric As A Multiclass Character_Cleric","name":"Becoming A Cleric As A Multiclass Character","description":"Core Cleric Traits\nPrimary Ability: Wisdom\nHit Point Die: D8 per Cleric level\nArmor Training: Light and Medium armor and Shields\n\nSource:\tPlayer's Handbook (2024) p. 69","type":"Cleric Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Life Domain Spells (Life Domain)_Life Domain","name":"Level 3: Life Domain Spells (Life Domain)","description":"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.\n\nLife Domain Spells:\nCleric Level | Prepared Spells\n3 | Aid, Bless, Cure Wounds, Lesser Restoration\n5 | Mass Healing Word, Revivify\n7 | Aura of Life, Death Ward\n9 | Greater Restoration, Mass Cure Wounds\n\nSource:\tPlayer's Handbook (2024) p. 73","type":"Life Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Disciple of Life (Life Domain)_Life Domain","name":"Level 3: Disciple of Life (Life Domain)","description":"When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.\n\nSource:\tPlayer's Handbook (2024) p. 73","type":"Life Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Preserve Life (Life Domain)_Life Domain","name":"Level 3: Preserve Life (Life Domain)","description":"As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.\n\nSource:\tPlayer's Handbook (2024) p. 73","type":"Life Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"6_Level 6: Blessed Healer (Life Domain)_Life Domain","name":"Level 6: Blessed Healer (Life Domain)","description":"The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.\n\nSource:\tPlayer's Handbook (2024) p. 74","type":"Life Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"17_Level 17: Supreme Healing (Life Domain)_Life Domain","name":"Level 17: Supreme Healing (Life Domain)","description":"When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.\n\nSource:\tPlayer's Handbook (2024) p. 74","type":"Life Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Light Domain Spells (Light Domain)_Light Domain","name":"Level 3: Light Domain Spells (Light Domain)","description":"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.\n\nLight Domain Spells:\nCleric Level | Prepared Spells\n3 | Burning Hands, Faerie Fire, Scorching Ray, See Invisibility\n5 | Daylight, Fireball\n7 | Arcane Eye, Wall of Fire\n9 | Flame Strike, Scrying\n\nSource:\tPlayer's Handbook (2024) p. 74","type":"Light Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Radiance of the Dawn (Light Domain)_Light Domain","name":"Level 3: Radiance of the Dawn (Light Domain)","description":"As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness-such as that created by the Darkness spell-in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.\n\nSource:\tPlayer's Handbook (2024) p. 74","type":"Light Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Warding Flare (Light Domain)_Light Domain","name":"Level 3: Warding Flare (Light Domain)","description":"When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses.\n\tYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 74","type":"Light Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"6_Level 6: Improved Warding Flare (Light Domain)_Light Domain","name":"Level 6: Improved Warding Flare (Light Domain)","description":"You regain all expended uses of your Warding Flare when you finish a Short or Long Rest.\n\tIn addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.\n\nSource:\tPlayer's Handbook (2024) p. 75","type":"Light Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"17_Level 17: Corona of Light (Light Domain)_Light Domain","name":"Level 17: Corona of Light (Light Domain)","description":"As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.\n\tYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 75","type":"Light Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Trickery Domain Spells (Trickery Domain)_Trickery Domain","name":"Level 3: Trickery Domain Spells (Trickery Domain)","description":"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.\n\nTrickery Domain Spells:\nCleric Level | Prepared Spells\n3 | Charm Person, Disguise Self, Invisibility, Pass without Trace\n5 | Hypnotic Pattern, Nondetection\n7 | Confusion, Dimension Door\n9 | Dominate Person, Modify Memory\n\nSource:\tPlayer's Handbook (2024) p. 76","type":"Trickery Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Blessing of the Trickster (Trickery Domain)_Trickery Domain","name":"Level 3: Blessing of the Trickster (Trickery Domain)","description":"As a Magic action, you can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. This blessing lasts until you finish a Long Rest or you use this feature again.\n\nSource:\tPlayer's Handbook (2024) p. 75","type":"Trickery Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Invoke Duplicity (Trickery Domain)_Trickery Domain","name":"Level 3: Invoke Duplicity (Trickery Domain)","description":"As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.\n\nCast Spells. You can cast spells as though you were in the illusion's space, but you must use your own senses.\n\nDistract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that creature, given how distracting the illusion is to the target.\n\nMove. As a Bonus Action, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself.\n\nSource:\tPlayer's Handbook (2024) p. 75","type":"Trickery Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"6_Level 6: Trickster's Transposition (Trickery Domain)_Trickery Domain","name":"Level 6: Trickster's Transposition (Trickery Domain)","description":"Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.\n\nSource:\tPlayer's Handbook (2024) p. 76","type":"Trickery Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"17_Level 17: Improved Duplicity (Trickery Domain)_Trickery Domain","name":"Level 17: Improved Duplicity (Trickery Domain)","description":"The illusion of your Invoke Duplicity has grown more powerful in the following ways.\n\nShared Distraction. When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have Advantage.\n\nHealing Illusion. When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of Hit Points equal to your Cleric level.\n\nSource:\tPlayer's Handbook (2024) p. 76","type":"Trickery Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: War Domain Spells (War Domain)_War Domain","name":"Level 3: War Domain Spells (War Domain)","description":"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.\n\nWar Domain Spells:\nCleric Level | Prepared Spells\n3 | Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon\n5 | Crusader's Mantle, Spirit Guardians\n7 | Fire Shield, Freedom of Movement\n9 | Hold Monster, Steel Wind Strike\n\nSource:\tPlayer's Handbook (2024) p. 77","type":"War Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Guided Strike (War Domain)_War Domain","name":"Level 3: Guided Strike (War Domain)","description":"When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature's attack roll, you must take a Reaction to do so.\n\nSource:\tPlayer's Handbook (2024) p. 77","type":"War Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"3_Level 3: War Priest (War Domain)_War Domain","name":"Level 3: War Priest (War Domain)","description":"As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 77","type":"War Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"6_Level 6: War God's Blessing (War Domain)_War Domain","name":"Level 6: War God's Blessing (War Domain)","description":"You can expend a use of your Channel Divinity to cast Shield of Faith or Spiritual Weapon rather than expending a spell slot. When you cast either spell in this way, the spell doesn't require Concentration. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the Incapacitated condition, or die.\n\nSource:\tPlayer's Handbook (2024) p. 77","type":"War Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"17_Level 17: Avatar of Battle (War Domain)_War Domain","name":"Level 17: Avatar of Battle (War Domain)","description":"You gain Resistance to Bludgeoning, Piercing, and Slashing damage.\n\nSource:\tPlayer's Handbook (2024) p. 77","type":"War Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Blessings of Knowledge (Knowledge Domain)_Knowledge Domain","name":"Level 3: Blessings of Knowledge (Knowledge Domain)","description":"You gain proficiency with one type of Artisan's Tools of your choice and in two of the following skills of your choice: Arcana, History, Nature, or Religion. You have Expertise in those two skills.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Knowledge Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Knowledge Domain Spells (Knowledge Domain)_Knowledge Domain","name":"Level 3: Knowledge Domain Spells (Knowledge Domain)","description":"When you reach a Cleric level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.\n\nKnowledge Domain Spells:\nCleric Level | Spells\n3 | Command, Comprehend Languages*, Detect Magic*, Detect Thoughts*, Identify*, Mind Spike*\n5 | Dispel Magic, Nondetection, Tongues*\n7 | Arcane Eye*, Banishment, Confusion\n9 | Legend Lore*, Scrying*, Synaptic Static\n\n*Spell of the Divination school\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Knowledge Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Mind Magic (Knowledge Domain)_Knowledge Domain","name":"Level 3: Mind Magic (Knowledge Domain)","description":"As a Magic action, you can expend one use of your Channel Divinity to manifest your magical knowledge. Choose one spell from the Divination school on the Knowledge Domain Spells table that you have prepared. As part of that action, you cast that spell without expending a spell slot or needing Material components.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Knowledge Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"6_Level 6: Unfettered Mind (Knowledge Domain)_Knowledge Domain","name":"Level 6: Unfettered Mind (Knowledge Domain)","description":"You gain telepathy out to 60 feet. When you use this telepathy, you can simultaneously contact a number of creatures equal to your Wisdom modifier (minimum of one).\n\tAdditionally, you gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain saving throw proficiency with one ability in which you lack it.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Knowledge Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"17_Level 17: Divine Foreknowledge (Knowledge Domain)_Knowledge Domain","name":"Level 17: Divine Foreknowledge (Knowledge Domain)","description":"As a Bonus Action, you magically expand your mind to the future. For 1 hour, you have Advantage on D20 Tests. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of this feature by expending a level 6+ spell slot (no action required).\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Knowledge Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"1_Becoming A Druid As A Level 1 Character_Druid","name":"Becoming A Druid As A Level 1 Character","description":"As a 1st-level Druid, you begin play with 8 + your Constitution modifier hit points.\n\nCore Druid Traits\nPrimary Ability: Wisdom\nHit Point Die: D8 per Druid level\nSaving Throw Proficiencies: Intelligence and Wisdom\nSkill Proficiencies: Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival\nWeapon Proficiencies: Simple weapons\nTool Proficiencies: Herbalism Kit\nArmor Training: Light armor and Shields\nStarting Equipment: Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP\n\nSource:\tPlayer's Handbook (2024) p. 79","type":"Druid Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Druid As A Multiclass Character_Druid","name":"Becoming A Druid As A Multiclass Character","description":"Core Druid Traits\nPrimary Ability: Wisdom\nHit Point Die: D8 per Druid level\nArmor Training: Light armor and Shields\n\nSource:\tPlayer's Handbook (2024) p. 79","type":"Druid Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Circle of the Land Spells (Circle of the Land)_Circle of the Land","name":"Level 3: Circle of the Land Spells (Circle of the Land)","description":"Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.\n\nArid Land:\nDruid Level | Circle Spells\n3 | Blur, Burning Hands, Fire Bolt\n5 | Fireball\n7 | Blight\n9 | Wall of Stone\n\nPolar Land:\nDruid Level | Circle Spells\n3 | Fog Cloud, Hold Person, Ray of Frost\n5 | Sleet Storm\n7 | Ice Storm\n9 | Cone of Cold\n\nTemperate Land:\nDruid Level | Circle Spells\n3 | Misty Step, Shocking Grasp, Sleep\n5 | Lightning Bolt\n7 | Freedom of Movement\n9 | Tree Stride\n\nTropical Land:\nDruid Level | Circle Spells\n3 | Acid Splash, Ray of Sickness, Web\n5 | Stinking Cloud\n7 | Polymorph\n9 | Insect Plague\n\nSource:\tPlayer's Handbook (2024) p. 84","type":"Circle of the Land Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Land's Aid (Circle of the Land)_Circle of the Land","name":"Level 3: Land's Aid (Circle of the Land)","description":"As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.\n\tThe damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).\n\nSource:\tPlayer's Handbook (2024) p. 84","type":"Circle of the Land Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"6_Level 6: Natural Recovery (Circle of the Land)_Circle of the Land","name":"Level 6: Natural Recovery (Circle of the Land)","description":"You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.\n\tIn addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 85","type":"Circle of the Land Feature","prerequisiteList":[],"customFields":{"Natural Recovery":{"6":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Nature's Ward (Circle of the Land)_Circle of the Land","name":"Level 10: Nature's Ward (Circle of the Land)","description":"You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.\n\nNature's Ward:\nLand Type | Resistance\nArid | Fire\nPolar | Cold\nTemperate | Lightning\nTropical | Poison\n\nSource:\tPlayer's Handbook (2024) p. 85","type":"Circle of the Land Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Nature's Sanctuary (Circle of the Land)_Circle of the Land","name":"Level 14: Nature's Sanctuary (Circle of the Land)","description":"As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.\n\tAs a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.\n\nSource:\tPlayer's Handbook (2024) p. 86","type":"Circle of the Land Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Circle of the Moon Spells (Circle of the Moon)_Circle of the Moon","name":"Level 3: Circle of the Moon Spells (Circle of the Moon)","description":"When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.\n\tIn addition, you can cast the spells from this feature while you're in a Wild Shape form.\n\nCircle of the Moon Spells:\nDruid Level | Prepared Spells\n3 | Cure Wounds, Moonbeam, Starry Wisp\n5 | Conjure Animals\n7 | Fount of Moonlight\n9 | Mass Cure Wounds\n\nSource:\tPlayer's Handbook (2024) p. 86","type":"Circle of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Circle Forms (Circle of the Moon)_Circle of the Moon","name":"Level 3: Circle Forms (Circle of the Moon)","description":"You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.\n\nChallenge Rating. The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).\n\nArmor Class. Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast's AC.\n\nTemporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level.\n\nSource:\tPlayer's Handbook (2024) p. 86","type":"Circle of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Improved Circle Forms (Circle of the Moon)_Circle of the Moon","name":"Level 6: Improved Circle Forms (Circle of the Moon)","description":"While in a Wild Shape form, you gain the following benefits.\n\nLunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.\n\nIncreased Toughness. You can add your Wisdom modifier to your Constitution saving throws.\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Moonlight Step (Circle of the Moon)_Circle of the Moon","name":"Level 10: Moonlight Step (Circle of the Moon)","description":"You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.\n\tYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"14_Level 14: Lunar Form (Circle of the Moon)_Circle of the Moon","name":"Level 14: Lunar Form (Circle of the Moon)","description":"The power of the moon suffuses you, granting you the following benefits.\n\nImproved Lunar Radiance. Once per turn, you can deal an extra 2d10 Radiant damage to a target you hit with a Wild Shape form's attack.\n\nShared Moonlight. Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Circle of the Sea Spells (Circle of the Sea)_Circle of the Sea","name":"Level 3: Circle of the Sea Spells (Circle of the Sea)","description":"When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.\n\nCircle of the Sea Spells:\nDruid Level | Prepared Spells\n3 | Fog Cloud, Gust of Wind, Ray of Frost, Shatter, Thunderwave\n5 | Lightning Bolt, Water Breathing\n7 | Control Water, Ice Storm\n9 | Conjure Elemental, Hold Monster\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Sea Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Wrath of the Sea (Circle of the Sea)_Circle of the Sea","name":"Level 3: Wrath of the Sea (Circle of the Sea)","description":"As a Bonus Action, you can expend a use of your Wild Shape to manifest a 5-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.\n\tWhen you manifest the Emanation and as a Bonus Action on your subsequent turns, you can choose another creature you can see in the Emanation. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and. if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage. roll a number of d6s equal to your Wisdom modifier (minimum of one die).\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Sea Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"6_Level 6: Aquatic Affinity (Circle of the Sea)_Circle of the Sea","name":"Level 6: Aquatic Affinity (Circle of the Sea)","description":"The size of the Emanation created by your Wrath of the Sea increases to 10 feet.\n\tIn addition, you gain a Swim Speed equal to your Speed.\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Sea Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Stormborn (Circle of the Sea)_Circle of the Sea","name":"Level 10: Stormborn (Circle of the Sea)","description":"Your Wrath of the Sea confers two more benefits while active, as detailed below.\n\nFlight. You gain a Fly Speed equal to your Speed.\n\nResistance. You have Resistance to Cold, Lightning, and Thunder damage.\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Sea Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Oceanic Gift (Circle of the Sea)_Circle of the Sea","name":"Level 14: Oceanic Gift (Circle of the Sea)","description":"Instead of manifesting the Emanation of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the Emanation and uses your spell save DC and Wisdom modifier for it.\n\tIn addition, you can manifest the Emanation around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it.\n\nSource:\tPlayer's Handbook (2024) p. 88","type":"Circle of the Sea Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Star Map (Circle of the Stars)_Circle of the Stars","name":"Level 3: Star Map (Circle of the Stars)","description":"You've created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.\n\tWhile holding the map, you have the Guidance and Guiding Bolt spells prepared, and you can cast Guiding Bolt without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\tIf you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a Short or Long Rest, and it destroys the previous map.\n\nStar Map:\n1d6 | Map Form\nl | A scroll bearing depictions of constellations\n2 | A stone tablet with fine holes drilled through it\n3 | An owlbear hide tooled with stellar symbols\n4 | A collection of maps bound in an ebony cover\n5 | A crystal engraved with starry patterns\n6 | A glass disk etched with constellations\n\nSource:\tPlayer's Handbook (2024) p. 88","type":"Circle of the Stars Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Starry Form (Circle of the Stars)_Circle of the Stars","name":"Level 3: Starry Form (Circle of the Stars)","description":"As a Bonus Action, you can expend a use of your Wild Shape feature to take on a starry form rather than shape-shifting.\n\tWhile in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.\n\tWhenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form.\n\nArcher. A constellation of an archer appears on you. When you activate this form and as a Bonus Action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of yourself. On a hit, the attack deals Radiant damage equal to ld8 plus your Wisdom modifier.\n\nChalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores Hit Points to a creature, you or another creature within 30 feet of you can regain Hit Points equal to 1d8 plus your Wisdom modifier.\n\nDragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain Concentration, you can treat a roll of 9 or lower on the d20 as a 10.\n\nSource:\tPlayer's Handbook (2024) p. 88","type":"Circle of the Stars Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"6_Level 6: Cosmic Omen (Circle of the Stars)_Circle of the Stars","name":"Level 6: Cosmic Omen (Circle of the Stars)","description":"Whenever you finish a Long Rest, you can consult your Star Map for omens and roll a die. Until you finish your next Long Rest. you gain access to a special Reaction based on whether you rolled an even or an odd number on the die:\n\nWeal (Even). Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and add the number rolled to the total.\n\nWoe (Odd). Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and subtract the number rolled from the total.\n\nYou can use this Reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 89","type":"Circle of the Stars Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"10_Level 10: Twinkling Constellations (Circle of the Stars)_Circle of the Stars","name":"Level 10: Twinkling Constellations (Circle of the Stars)","description":"The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8. and while the Dragon is active, you have a Fly Speed of 20 feet and can hover.\n\tMoreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.\n\nSource:\tPlayer's Handbook (2024) p. 89","type":"Circle of the Stars Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Full of Stars (Circle of the Stars)_Circle of the Stars","name":"Level 14: Full of Stars (Circle of the Stars)","description":"While in your Starry Form, you become partially incorporeal, giving you Resistance to Bludgeoning, Piercing, and Slashing damage.\n\nSource:\tPlayer's Handbook (2024) p. 89","type":"Circle of the Stars Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Fighter As A Level 1 Character_Fighter","name":"Becoming A Fighter As A Level 1 Character","description":"As a 1st-level Fighter, you begin play with 10 + your Constitution modifier hit points.\n\nCore Fighter Traits\nPrimary Ability: Strength or Dexterity\nHit Point Die: D10 per Fighter level\nSaving Throw Proficiencies: Strength and Constitution\nSkill Proficiencies: Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival\nWeapon Proficiencies: Simple and Martial weapons\nArmor Training: Light, Medium, and Heavy armor and Shields\nStarting Equipment: Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP\n\nSource:\tPlayer's Handbook (2024) p. 91","type":"Fighter Class Feature","prerequisiteList":[],"customFields":{"Second Wind":{"1":2,"4":3,"10":4,"recovery":{"shortRest":"1","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Fighter As A Multiclass Character_Fighter","name":"Becoming A Fighter As A Multiclass Character","description":"Core Fighter Traits\nPrimary Ability: Strength or Dexterity\nHit Point Die: D10 per Fighter level\nWeapon Proficiencies: Martial weapons\nArmor Training: Light and Medium armor and Shields\n\nSource:\tPlayer's Handbook (2024) p. 91","type":"Fighter Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Combat Superiority (Battle Master)_Battle Master","name":"Level 3: Combat Superiority (Battle Master)","description":"Maneuvers. You learn three maneuvers of your choice from the \"Maneuver Options\" section later in this subclass's description (added as spells in the Maneuver Options spell list). Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.\n\tYou learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.\n\nSuperiority Dice. You have four Superiority Dice. which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.\n\tYou gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).\n\nSaving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.\n\nSource:\tPlayer's Handbook (2024) p. 93","type":"Battle Master Feature","prerequisiteList":[],"customFields":{"Superiority Dice":{"3":4,"7":5,"15":6,"recovery":{"shortRest":"1","longRest":"all"}},"Telekinetic Master":{"18":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Student of War (Battle Master)_Battle Master","name":"Level 3: Student of War (Battle Master)","description":"You gain proficiency with one type of Artisan's Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.\n\nSource:\tPlayer's Handbook (2024) p. 94","type":"Battle Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"7_Level 7: Know Your Enemy (Battle Master)_Battle Master","name":"Level 7: Know Your Enemy (Battle Master)","description":"As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.\n\tOnce you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 94","type":"Battle Master Feature","prerequisiteList":[],"customFields":{"Know Your Enemy":{"7":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"10_Level 10: Improved Combat Superiority (Battle Master)_Battle Master","name":"Level 10: Improved Combat Superiority (Battle Master)","description":"Your Superiority Die becomes a d10.\n\nSource:\tPlayer's Handbook (2024) p. 94","type":"Battle Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"15_Level 15: Relentless (Battle Master)_Battle Master","name":"Level 15: Relentless (Battle Master)","description":"Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.\n\nSource:\tPlayer's Handbook (2024) p. 94","type":"Battle Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"18_Level 18: Ultimate Combat Superiority (Battle Master)_Battle Master","name":"Level 18: Ultimate Combat Superiority (Battle Master)","description":"Your Superiority Die becomes a d12.\n\nSource:\tPlayer's Handbook (2024) p. 94","type":"Battle Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Improved Critical (Champion)_Champion","name":"Level 3: Improved Critical (Champion)","description":"Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.\n\nSource:\tPlayer's Handbook (2024) p. 96","type":"Champion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Remarkable Athlete (Champion)_Champion","name":"Level 3: Remarkable Athlete (Champion)","description":"Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.\n\tIn addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.\n\nSource:\tPlayer's Handbook (2024) p. 96","type":"Champion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"7_Level 7: Additional Fighting Style (Champion)_Champion","name":"Level 7: Additional Fighting Style (Champion)","description":"You gain another Fighting Style feat of your choice.\n\nSource:\tPlayer's Handbook (2024) p. 96","type":"Champion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Heroic Warrior (Champion)_Champion","name":"Level 10: Heroic Warrior (Champion)","description":"The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.\n\nSource:\tPlayer's Handbook (2024) p. 96","type":"Champion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"15_Level 15: Superior Critical (Champion)_Champion","name":"Level 15: Superior Critical (Champion)","description":"Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18-20 on the d20.\n\nSource:\tPlayer's Handbook (2024) p. 96","type":"Champion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"18_Level 18: Survivor (Champion)_Champion","name":"Level 18: Survivor (Champion)","description":"You attain the pinnacle of resilience in battle, giving you these benefits.\n\nDefy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18-20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.\n\nHeroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.\n\nSource:\tPlayer's Handbook (2024) p. 96","type":"Champion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Spellcasting (Eldritch Knight)_Eldritch Knight","name":"Level 3: Spellcasting (Eldritch Knight)","description":"You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.\n\nCantrips. You know two cantrips of your choice from the Wizard spell list (see that class's section for its list). Ray of Frost and Shocking Grasp are recommended. Whenever you gain a Fighter level. you can replace one of these cant rips with another cantrip of your choice from the Wizard spell list.\n\tWhen you reach Fighter level 10, you learn another Wizard cantrip of your choice.\n\nSpell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\nPrepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Burning Hands, jump, and Shield are recommended.\n\tThe number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.\n\nChanging Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.\n\nSpellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.\n\nSpellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.\n\nSpells Prepared:\nLevel | Spells Prepared\n3 | 3\n4 | 4\n7 | 5\n8 | 6\n10 | 7\n11 | 8\n13 | 9\n14 | 10\n16 | 11\n19 | 12\n20 | 13\n\nSource:\tPlayer's Handbook (2024) p. 97","type":"Eldritch Knight Feature","prerequisiteList":[],"spellSlotsPerLevel":{"3":[2],"4":[3],"5":[3],"6":[3],"7":[4,2],"8":[4,2],"9":[4,2],"10":[4,3],"11":[4,3],"12":[4,3],"13":[4,3,2],"14":[4,3,2],"15":[4,3,2],"16":[4,3,3],"17":[4,3,3],"18":[4,3,3],"19":[4,3,3,1],"20":[4,3,3,1]},"preparedSpells":{"3":3,"4":4,"7":5,"8":6,"10":7,"11":8,"13":9,"14":10,"16":11,"19":12,"20":13},"cantrips":{"3":2,"4":2,"5":2,"6":2,"7":2,"8":2,"9":2,"10":3,"11":3,"12":3,"13":3,"14":3,"15":3,"16":3,"17":3,"18":3,"19":3,"20":3},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: War Bond (Eldritch Knight)_Eldritch Knight","name":"Level 3: War Bond (Eldritch Knight)","description":"You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.\n\tOnce you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.\n\tYou can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.\n\nSource:\tPlayer's Handbook (2024) p. 97","type":"Eldritch Knight Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"7_Level 7: War Magic (Eldritch Knight)_Eldritch Knight","name":"Level 7: War Magic (Eldritch Knight)","description":"When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.\n\nSource:\tPlayer's Handbook (2024) p. 97","type":"Eldritch Knight Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"10_Level 10: Eldritch Strike (Eldritch Knight)_Eldritch Knight","name":"Level 10: Eldritch Strike (Eldritch Knight)","description":"You learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 97","type":"Eldritch Knight Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"15_Level 15: Arcane Charge (Eldritch Knight)_Eldritch Knight","name":"Level 15: Arcane Charge (Eldritch Knight)","description":"When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.\n\nSource:\tPlayer's Handbook (2024) p. 97","type":"Eldritch Knight Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"18_Level 18: Improved War Magic (Eldritch Knight)_Eldritch Knight","name":"Level 18: Improved War Magic (Eldritch Knight)","description":"When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.\n\nSource:\tPlayer's Handbook (2024) p. 97","type":"Eldritch Knight Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Psionic Power (Psi Warrior)_Psi Warrior","name":"Level 3: Psionic Power (Psi Warrior)","description":"You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.\n\nEnergy Dice:\nFighter level | Die Size | Number\n3 | D6 | 4\n5 | D8 | 6\n9 | D8 | 8\n11 | D10 | 8\n13 | D10 | 10\n17 | D12 | 12\n\nAny features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when all your Psionic Energy Dice are expended.\n\tYou regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.\n\nProtective Field. When you or another creature you can see within 30 feet of you takes damage, you can take a Reaction to expend one Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.\n\nPsionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Psionic Energy Die, rolling it and dealing Force damage to the target equal to the number rolled plus your Intelligence modifier.\n\nTelekinetic Movement. You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.\n\tOnce you take this action, you can't do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action requited) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 98","type":"Psi Warrior Feature","prerequisiteList":[],"customFields":{"Psionic Energy Dice":{"3":4,"5":6,"9":6,"13":10,"17":12,"recovery":{"shortRest":"0","longRest":"all"}},"Telekinetic Movement":{"3":1,"recovery":{"shortRest":"1","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"7_Level 7: Telekinetic Adept (Psi Warrior)_Psi Warrior","name":"Level 7: Telekinetic Adept (Psi Warrior)","description":"You have mastered new ways to use your telekinetic abilities, detailed below.\n\nPsi-Powered Leap. As a Bonus Action, you gain a Fly Speed equal to twice your Speed until the end of the current turn. Once you take this Bonus Action, you can't do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.\n\nTelekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally.\n\nSource:\tPlayer's Handbook (2024) p. 99","type":"Psi Warrior Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"10_Level 10: Guarded Mind (Psi Warrior)_Psi Warrior","name":"Level 10: Guarded Mind (Psi Warrior)","description":"You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.\n\nSource:\tPlayer's Handbook (2024) p. 99","type":"Psi Warrior Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"15_Level 15: Bulwark of Force (Psi Warrior)_Psi Warrior","name":"Level 15: Bulwark of Force (Psi Warrior)","description":"You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition.\n\tOnce you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 99","type":"Psi Warrior Feature","prerequisiteList":[],"customFields":{"Bulwark of Force":{"15":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"18_Level 18: Telekinetic Master (Psi Warrior)_Psi Warrior","name":"Level 18: Telekinetic Master (Psi Warrior)","description":"You always have the Telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain Concentration on it, including the turn when you cast it, you can make one attack with a weapon as a Bonus Action.\n\tOnce you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 99","type":"Psi Warrior Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Knightly Envoy (Banneret)_Banneret","name":"Level 3: Knightly Envoy (Banneret)","description":"You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits.\n\nComprehension. You can cast the Comprehend Languages spell but only as a Ritual. Charisma is your spellcasting ability for it.\n\nPolyglot. You learn one language from the language tables in the Player's Handbook or chapter 2 of this book. When you finish a Long Rest, you can replace a language learned from this benefit with another language you have heard, seen signed, or read in the past 24 hours.\n\nWell Spoken. You gain proficiency in one of the following skills of your choice: Insight, Intimidation, Persuasion, or Performance.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Banneret Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Group Recovery (Banneret)_Banneret","name":"Level 3: Group Recovery (Banneret)","description":"When you use your Second Wind to regain Hit Points, you can choose a number of allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies regains Hit Points equal to 1d4 plus your Fighter level. Once you use this ability, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Banneret Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"7_Level 7: Team Tactics (Banneret)_Banneret","name":"Level 7: Team Tactics (Banneret)","description":"When you use Group Recovery, each chosen ally has Advantage on D20 Tests until the start of your next turn.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Banneret Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Rallying Surge (Banneret)_Banneret","name":"Level 10: Rallying Surge (Banneret)","description":"When you use your Action Surge, you can choose allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies can immediately take a Reaction to use one of the following options.\n\nAttack. The ally makes one attack with a weapon or an Unarmed Strike.\n\nMove. The ally moves up to half its Speed without provoking an Opportunity Attack.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Banneret Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"15_Level 15: Shared Resilience (Banneret)_Banneret","name":"Level 15: Shared Resilience (Banneret)","description":"When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend a use of your Indomitable feature. The ally can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Banneret Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"1_Becoming A Monk As A Level 1 Character_Monk","name":"Becoming A Monk As A Level 1 Character","description":"As a 1st-level Monk, you begin play with 8 + your Constitution modifier hit points.\n\nCore Monk Traits\nPrimary Ability: Dexterity and Wisdom\nHit Point Die: D8 per Monk level\nSaving Throw Proficiencies: Strength and Dexterity\nSkill Proficiencies: Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth\nWeapon Proficiencies: Simple weapons and Martial weapons that have the Light property\nTool Proficiencies: Choose one type of Artisan's Tools or Musical Instrument (see chapter 6)\nArmor Training: None\nStarting Equipment: Choose A or B: (A) Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, and 11 GP; or (B) 50 GP\n\nSource:\tPlayer's Handbook (2024) p. 101","type":"Monk Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Monk As A Multiclass Character_Monk","name":"Becoming A Monk As A Multiclass Character","description":"Core Monk Traits\nPrimary Ability: Dexterity and Wisdom\nHit Point Die: D8 per Monk level\n\nSource:\tPlayer's Handbook (2024) p. 101","type":"Monk Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Hand of Harm (Warrior of Mercy)_Warrior of Mercy","name":"Level 3: Hand of Harm (Warrior of Mercy)","description":"Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.\n\nSource:\tPlayer's Handbook (2024) p. 104","type":"Warrior of Mercy Feature","prerequisiteList":[],"customFields":{"Hand of Ultimate Mercy":{"17":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Hand of Healing (Warrior of Mercy)_Warrior of Mercy","name":"Level 3: Hand of Healing (Warrior of Mercy)","description":"As a Magic action, you can expend 1 Focus Point to touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier.\n\tWhen you use your Flurry of Blows, you can replace one of the Unarmed Strikes with a use of this feature without expending a Focus Point for the healing.\n\nSource:\tPlayer's Handbook (2024) p. 104","type":"Warrior of Mercy Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Implements of Mercy (Warrior of Mercy)_Warrior of Mercy","name":"Level 3: Implements of Mercy (Warrior of Mercy)","description":"You gain proficiency in the Insight and Medicine skills and proficiency with the Herbalism Kit.\n\nSource:\tPlayer's Handbook (2024) p. 104","type":"Warrior of Mercy Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Physician's Touch (Warrior of Mercy)_Warrior of Mercy","name":"Level 6: Physician's Touch (Warrior of Mercy)","description":"Your Hand of Harm and Hand of Healing improve, as detailed below.\n\nHand of Harm. When you use Hand of Harm on a creature, you can also give that creature the Poisoned condition until the end of your next turn.\n\nHand of Healing. When you use Hand of Healing. you can also end one of the following conditions on the creature you heal: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.\n\nSource:\tPlayer's Handbook (2024) p. 104","type":"Warrior of Mercy Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"11_Level 11 : Flurry of Healing And Harm (Warrior of Mercy)_Warrior of Mercy","name":"Level 11 : Flurry of Healing And Harm (Warrior of Mercy)","description":"When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing.\n\tIn addition, when you make an Unarmed Strike with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can s t ill use Hand of Harm only once per turn.\n\tYou can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 104","type":"Warrior of Mercy Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"17_Level 17: Hand of Ultimate Mercy (Warrior of Mercy)_Warrior of Mercy","name":"Level 17: Hand of Ultimate Mercy (Warrior of Mercy)","description":"Your mastery of life energy opens the door to the ultimate mercy. As a Magic action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of Hit Points equal to 4d10 plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 105","type":"Warrior of Mercy Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Shadow Arts (Warrior of Shadow)_Warrior of Shadow","name":"Level 3: Shadow Arts (Warrior of Shadow)","description":"You have learned to draw on the power of the Shadowfell, gaining the following benefits.\n\nDarkness. You can expend 1 Focus Point to cast the Darkness spell without spell components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of Darkness to a space within 60 feet of yourself at the start of each of your turns.\n\nDarkvision. You gain Darkvision with a range of 60 fee t. If you already have Dark vision, its range increases by 60 feet.\n\nShadowy Figments. You know the Minor Illusion spell. Wisdom is your spellcasting ability for it.\n\nSource:\tPlayer's Handbook (2024) p. 105","type":"Warrior of Shadow Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6 : Shadow Step (Warrior of Shadow)_Warrior of Shadow","name":"Level 6 : Shadow Step (Warrior of Shadow)","description":"While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next me lee attack you make before the end of the current turn.\n\nSource:\tPlayer's Handbook (2024) p. 105","type":"Warrior of Shadow Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"11_Level 11: Improved Shadow Step (Warrior of Shadow)_Warrior of Shadow","name":"Level 11: Improved Shadow Step (Warrior of Shadow)","description":"You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after you teleport.\n\nSource:\tPlayer's Handbook (2024) p. 105","type":"Warrior of Shadow Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"17_Level 17: Cloak of Shadows (Warrior of Shadow)_Warrior of Shadow","name":"Level 17: Cloak of Shadows (Warrior of Shadow)","description":"As a Magic action while entirely within Dim Light or Darkness, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded by these shadows, you gain the following benefits.\n\nInvisibility. You have the Invisible condition.\n\nPartially Incorporeal. You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.\n\nShadow Flurry. You can use your Flurry of Blows without expending any Focus Points.\n\nSource:\tPlayer's Handbook (2024) p. 105","type":"Warrior of Shadow Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Elemental Attunement (Warrior of the Elements)_Warrior of the Elements","name":"Level 3: Elemental Attunement (Warrior of the Elements)","description":"At the start of your turn, you can expend l Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.\n\nReach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.\n\nElemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.\n\nSource:\tPlayer's Handbook (2024) p. 106","type":"Warrior of the Elements Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Manipulate Elements (Warrior of the Elements)_Warrior of the Elements","name":"Level 3: Manipulate Elements (Warrior of the Elements)","description":"You know the Elementalism spell. Wisdom is your spellcasting ability for it.\n\nSource:\tPlayer's Handbook (2024) p. 106","type":"Warrior of the Elements Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Elemental Burst (Warrior of the Elements)_Warrior of the Elements","name":"Level 6: Elemental Burst (Warrior of the Elements)","description":"As a Magic action, you can expend 2 Focus Points to cause elemental energy to burst in a 20-foot-radius Sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.\n\tEach creature in the Sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.\n\nSource:\tPlayer's Handbook (2024) p. 106","type":"Warrior of the Elements Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"11_Level 11: Stride of the Elements (Warrior of the Elements)_Warrior of the Elements","name":"Level 11: Stride of the Elements (Warrior of the Elements)","description":"While your Elemental Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.\n\nSource:\tPlayer's Handbook (2024) p. 106","type":"Warrior of the Elements Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"17_Level 17: Elemental Epitome (Warrior of the Elements)_Warrior of the Elements","name":"Level 17: Elemental Epitome (Warrior of the Elements)","description":"While your Elemental Attunement is active, you also gain the following benefits.\n\nDamage Resistance. You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.\n\nDestructive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Ar ts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.\n\nEmpowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.\n\nSource:\tPlayer's Handbook (2024) p. 106","type":"Warrior of the Elements Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Open Hand Technique (Warrior of the Open Hand)_Warrior of the Open Hand","name":"Level 3: Open Hand Technique (Warrior of the Open Hand)","description":"Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.\n\nAddle. The target can't make Opportunity Attacks until the start of its next turn.\n\nPush. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.\n\nTopple. The target must succeed on a Dexterity saving throw or have the Prone condition.\n\nSource:\tPlayer's Handbook (2024) p. 107","type":"Warrior of the Open Hand Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Wholeness of Body (Warrior of the Open Hand)_Warrior of the Open Hand","name":"Level 6: Wholeness of Body (Warrior of the Open Hand)","description":"You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).\n\tYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 107","type":"Warrior of the Open Hand Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"11_Level 11: Fleet Step (Warrior of the Open Hand)_Warrior of the Open Hand","name":"Level 11: Fleet Step (Warrior of the Open Hand)","description":"When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.\n\nSource:\tPlayer's Handbook (2024) p. 107","type":"Warrior of the Open Hand Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"17_Level 17: Quivering Palm (Warrior of the Open Hand)_Warrior of the Open Hand","name":"Level 17: Quivering Palm (Warrior of the Open Hand)","description":"You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on t he same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.\n\tYou can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 107","type":"Warrior of the Open Hand Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"1_Becoming A Paladin As A Level 1 Character_Paladin","name":"Becoming A Paladin As A Level 1 Character","description":"As a 1st-level Paladin, you begin play with 10 + your Constitution modifier hit points.\n\nCore Paladin Traits\nPrimary Ability: Strength and Charisma\nHit Point Die: D10 per Paladin level\nSaving Throw Proficiencies: Wisdom and Charisma\nSkill Proficiencies: Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion\nWeapon Proficiencies: Simple and Martial weapons\nArmor Training: Light, Medium, and Heavy armor and Shields\nStarting Equipment: Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP\n\nSource:\tPlayer's Handbook (2024) p. 109","type":"Paladin Class Feature","prerequisiteList":[],"customFields":{"Lay on Hands":{"1":5,"2":10,"3":15,"4":20,"5":25,"6":30,"7":35,"8":40,"9":45,"10":50,"11":55,"12":60,"13":65,"14":70,"15":75,"16":80,"17":85,"18":90,"19":95,"20":100,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Paladin As A Multiclass Character_Paladin","name":"Becoming A Paladin As A Multiclass Character","description":"Core Paladin Traits\nPrimary Ability: Strength and Charisma\nHit Point Die: D10 per Paladin level\nWeapon Proficiencies: Martial weapons\nArmor Training: Light and Medium armor and Shields\n\nSource:\tPlayer's Handbook (2024) p. 109","type":"Paladin Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Oath of Devotion Spells (Oath of Devotion)_Oath of Devotion","name":"Level 3: Oath of Devotion Spells (Oath of Devotion)","description":"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.\n\nOath of Devotion Spells:\nPaladin Level | Spells\n3 | Protection from Evil and Good, Shield of Faith\n5 | Aid, Zone of Truth\n9 | Beacon of Hope, Dispel Magic\n13 | Freedom of Movement, Guardian of Faith\n17 | Commune, Flame Strike\n\nSource:\tPlayer's Handbook (2024) p. 113","type":"Oath of Devotion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Sacred Weapon (Oath of Devotion)_Oath of Devotion","name":"Level 3: Sacred Weapon (Oath of Devotion)","description":"When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +l), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.\n\tThe weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.\n\tYou can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.\n\nSource:\tPlayer's Handbook (2024) p. 113","type":"Oath of Devotion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"7_Level 7: Aura of Devotion (Oath of Devotion)_Oath of Devotion","name":"Level 7: Aura of Devotion (Oath of Devotion)","description":"You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.\n\nSource:\tPlayer's Handbook (2024) p. 114","type":"Oath of Devotion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"15_Level 15: Smite of Protection (Oath of Devotion)_Oath of Devotion","name":"Level 15: Smite of Protection (Oath of Devotion)","description":"Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 114","type":"Oath of Devotion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"20_Level 20: Holy Nimbus (Oath of Devotion)_Oath of Devotion","name":"Level 20: Holy Nimbus (Oath of Devotion)","description":"As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\nHoly Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.\n\nRadiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.\n\nSunlight. The aura is filled with Bright Light that is sunlight.\n\nSource:\tPlayer's Handbook (2024) p. 114","type":"Oath of Devotion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Oath of Glory Spells (Oath of Glory)_Oath of Glory","name":"Level 3: Oath of Glory Spells (Oath of Glory)","description":"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.\n\nOath of Glory Spells:\nPaladin Level | Spells\n3 | Guiding Bolt, Heroism\n5 | Enhance Ability, Magic Weapon\n9 | Haste, Protection from Energy\n13 | Compulsion, Freedom of Movement\n17 | Legend Lore, Yolande's Regal Presence\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of Glory Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Inspiring Smite (Oath of Glory)_Oath of Glory","name":"Level 3: Inspiring Smite (Oath of Glory)","description":"Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 plus your Paladin level, divided among the chosen creatures however you like.\n\nSource:\tPlayer's Handbook (2024) p. 115114","type":"Oath of Glory Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Peerless Athlete (Oath of Glory)_Oath of Glory","name":"Level 3: Peerless Athlete (Oath of Glory)","description":"As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of Glory Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"7_Level 7: Aura of Alacrity (Oath of Glory)_Oath of Glory","name":"Level 7: Aura of Alacrity (Oath of Glory)","description":"Your Speed increases by 10 feet.\n\tIn addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn t here, the ally's Speed increases by 10 feet until the end of their next turn.\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of Glory Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"15_Level 15: Glorious Defense (Oath of Glory)_Oath of Glory","name":"Level 15: Glorious Defense (Oath of Glory)","description":"You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can take a Reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this Reaction if the attacker is within your weapon's range.\n\tYou can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of Glory Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"20_Level 20: Living Legend (Oath of Glory)_Oath of Glory","name":"Level 20: Living Legend (Oath of Glory)","description":"You can empower yourself with the legends whether true or exaggerated-of your great deeds. As a Bonus Action, you gain the benefits below for 10 minutes. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\nCharismatic. You are blessed with an otherworldly presence and have Advantage on all Charisma checks.\n\nSaving Throw Reroll. If you fail a saving throw, you can take a Reaction to reroll it. You must use this new roll.\n\nUnerring Strike. Once on each of your turns when you make an attack roll with a weapon and miss. you can cause that attack to hit instead.\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of Glory Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"3_Level 3: Oath of the Ancients Spells (Oath of the Ancients)_Oath of the Ancients","name":"Level 3: Oath of the Ancients Spells (Oath of the Ancients)","description":"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.\n\nOath of the Ancients Spells:\nPaladin Level | Spells\n3 | Ensnaring Strike, Speak with Animals\n5 | Misty Step, Moonbeam\n9 | Plant Growth, Protection from Energy\n13 | Ice Storm, Stoneskin\n17 | Commune with Nature, Tree Stride\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of the Ancients Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Nature's Wrath (Oath of the Ancients)_Oath of the Ancients","name":"Level 3: Nature's Wrath (Oath of the Ancients)","description":"As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of the Ancients Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"7_Level 7: Aura of Warding (Oath of the Ancients)_Oath of the Ancients","name":"Level 7: Aura of Warding (Oath of the Ancients)","description":"Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.\n\nSource:\tPlayer's Handbook (2024) p. 116","type":"Oath of the Ancients Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"15_Level 15: Undying Sentinel (Oath of the Ancients)_Oath of the Ancients","name":"Level 15: Undying Sentinel (Oath of the Ancients)","description":"When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this feature, you can't do so again until you finish a Long Rest.\n\tAdditionally, you can't be aged magically, and you cease visibly aging.\n\nSource:\tPlayer's Handbook (2024) p. 116","type":"Oath of the Ancients Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"20_Level 20: Elder Champion (Oath of the Ancients)_Oath of the Ancients","name":"Level 20: Elder Champion (Oath of the Ancients)","description":"As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\nDiminish Defiance. Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.\n\nRegeneration. At the start of each of your turns, you regain 10 Hit Points.\n\nSwift Spells. Whenever you cast a spell that has a casting time of an action, you can cast it using a Bonus Action instead.\n\nSource:\tPlayer's Handbook (2024) p. 116","type":"Oath of the Ancients Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Oath of Vengeance Spells (Oath of Vengeance)_Oath of Vengeance","name":"Level 3: Oath of Vengeance Spells (Oath of Vengeance)","description":"The magic of your oath ensures you always h ave certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.\n\nOath of Vengeance Spells:\nPaladin Level | Spells\n3 | Bane, Hunter's Mark\n5 | Hold Person, Misty Step\n9 | Haste, Protection from Energy\n13 | Banishment, Dimension Door\n17 | Hold Monster, Scrying\n\nSource:\tPlayer's Handbook (2024) p. 116","type":"Oath of Vengeance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Vow of Enmity (Oath of Vengeance)_Oath of Vengeance","name":"Level 3: Vow of Enmity (Oath of Vengeance)","description":"When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.\n\tIf the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 117","type":"Oath of Vengeance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"7_Level 7: Relentless Avenger (Oath of Vengeance)_Oath of Vengeance","name":"Level 7: Relentless Avenger (Oath of Vengeance)","description":"Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature's Speed to 0 until the end of the current turn. You can then move up to half your Speed as part of the same Reaction. This movement doesn't provoke Opportunity Attacks.\n\nSource:\tPlayer's Handbook (2024) p. 117","type":"Oath of Vengeance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"15_Level 15: Soul of Vengeance (Oath of Vengeance)_Oath of Vengeance","name":"Level 15: Soul of Vengeance (Oath of Vengeance)","description":"Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a Reaction to make a melee at tack against that creature if it's within range.\n\nSource:\tPlayer's Handbook (2024) p. 117","type":"Oath of Vengeance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"20_Level 20: Avenging Angel (Oath of Vengeance)_Oath of Vengeance","name":"Level 20: Avenging Angel (Oath of Vengeance)","description":"As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\nFlight. You sprout spectral wings on your back, have a Fly Speed of 60 feet, and can hover.\n\nFrightful Aura. Whenever an enemy starts its turn in your Aura of Protect ion, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.\n\nSource:\tPlayer's Handbook (2024) p. 117","type":"Oath of Vengeance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Elemental Smite (Oath of the Noble Genies)_Oath of the Noble Genies","name":"Level 3: Elemental Smite (Oath of the Noble Genies)","description":"Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and invoke one of the following effects.\n\nDao's Crush. Earth rises up around the target of your Divine Smite. The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.\n\nDjinni's Escape. You teleport to an unoccupied space you can see within 30 feet of yourself and take on a semi-incorporeal form, which lasts until the end of your next turn. While in this form, you have Resistance to Bludgeoning, Piercing, and Slashing damage, and you have Immunity to the Grappled, Prone, and Restrained conditions.\n\nEfreeti's Fury. The target of your Divine Smite takes an extra 2d4 Fire damage, and fire jumps from the target to another creature you can see within 30 feet of yourself. The second creature also takes 2d4 Fire damage.\n\nMarid's Surge. The target of your Divine Smite and each creature of your choice in a 10-foot Emanation originating from you make a Strength saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet straight away from you and has the Prone condition.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Oath of the Noble Genies Feature","prerequisiteList":[],"customFields":{"Elemental Rebuke":{"15":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Genie Spells (Oath of the Noble Genies)_Oath of the Noble Genies","name":"Level 3: Genie Spells (Oath of the Noble Genies)","description":"When you reach a Paladin level specified in the Genie Spells table, you thereafter always have the listed spells prepared.\n\nPaladin Level | Spells\n3 | Chromatic Orb, Elementalism, Thunderous Smite\n5 | Mirror Image, Phantasmal Force\n9 | Fly, Gaseous Form\n13 | Conjure Minor Elementals, Summon Elemental\n17 | Banishing Smite, Contact Other Plane\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Oath of the Noble Genies Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Genie's Splendor (Oath of the Noble Genies)_Oath of the Noble Genies","name":"Level 3: Genie's Splendor (Oath of the Noble Genies)","description":"When you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. You can use a Shield and still gain this benefit.\n\tYou also gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Performance, or Persuasion.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Oath of the Noble Genies Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"7_Level 7: Aura of Elemental Shielding (Oath of the Noble Genies)_Oath of the Noble Genies","name":"Level 7: Aura of Elemental Shielding (Oath of the Noble Genies)","description":"Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have Resistance to that damage type while in your Aura of Protection.\n\tAt the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required).\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Oath of the Noble Genies Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"15_Level 15: Elemental Rebuke (Oath of the Noble Genies)_Oath of the Noble Genies","name":"Level 15: Elemental Rebuke (Oath of the Noble Genies)","description":"When you are hit by an attack roll, you can take a Reaction to halve the attack's damage against yourself (round down) and force the attacker to make a Dexterity saving throw against your spell save DC. On a failed save, the attacker takes damage equal to 2d10 plus your Charisma modifier of one of the following types (your choice): Acid, Cold, Fire, Lightning, or Thunder. On a successful save, the attacker takes half as much damage.\n\tYou can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Oath of the Noble Genies Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"20_Level 20: Noble Scion (Oath of the Noble Genies)_Oath of the Noble Genies","name":"Level 20: Noble Scion (Oath of the Noble Genies)","description":"As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\nFlight. You have a Fly Speed of 60 feet and can hover.\n\nMinor Wish. When you or an ally in your Aura of Protection fails a D20 Test, you can take a Reaction to make the D20 Test succeed instead.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Oath of the Noble Genies Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"1_Becoming A Ranger As A Level 1 Character_Ranger","name":"Becoming A Ranger As A Level 1 Character","description":"As a 1st-level Ranger, you begin play with 10 + your Constitution modifier hit points.\n\nCore Ranger Traits\nPrimary Ability: Dexterity and Wisdom\nHit Point Die: D10 per Ranger level\nSaving Throw Proficiencies: Strength and Dexterity\nSkill Proficiencies: Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival\nWeapon Proficiencies: Simple and Martial weapons\nArmor Training: Light and Medium armor and Shields\nStarting Equipment: Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP; or (B) 150GP\n\nSource:\tPlayer's Handbook (2024) p. 119","type":"Ranger Class Feature","prerequisiteList":[],"customFields":{"Favored Enemy":{"1":2,"5":3,"9":4,"13":5,"17":6,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Ranger As A Multiclass Character_Ranger","name":"Becoming A Ranger As A Multiclass Character","description":"Core Ranger Traits\nPrimary Ability: Dexterity and Wisdom\nHit Point Die: D10 per Ranger level\nSkill Proficiencies: Choose 1: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival\nWeapon Proficiencies: Martial weapons\nArmor Training: Light and Medium armor and Shields\n\nSource:\tPlayer's Handbook (2024) p. 119","type":"Ranger Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Primal Companion (Beast Master)_Beast Master","name":"Level 3: Primal Companion (Beast Master)","description":"You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.\n\tThe beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.\n\nThe Beast in Combat. In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command t he beast to take the Beast's Strike action. If you h ave the Incapacitated condition, the beast acts on its own and isn't limited to the Dodge action.\n\nRestoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.\n\tWhenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.\n\nSource:\tPlayer's Handbook (2024) p. 122","type":"Beast Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"7_Level 7: Exceptional Training (Beast Master)_Beast Master","name":"Level 7: Exceptional Training (Beast Master)","description":"When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.\n\tIn addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Beast Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"11_Level 11: Bestial Fury (Beast Master)_Beast Master","name":"Level 11: Bestial Fury (Beast Master)","description":"When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.\n\tIn addition, the first time each turn it hits a creature under the effect of your Hunter's Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Beast Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"15_Level 15: Share Spells (Beast Master)_Beast Master","name":"Level 15: Share Spells (Beast Master)","description":"When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Beast Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Fey Wanderer Spells (Fey Wanderer)_Fey Wanderer","name":"Level 3: Fey Wanderer Spells (Fey Wanderer)","description":"When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.\n\nFey Wanderer Spells:\nRanger Level | Spell\n3 | Charm Person\n5 | Misty Step\n9 | Summon Fey\n13 | Dimension Door\n17 | Mislead\n\nYou also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.\n\nFeywild Gifts:\n1d6 | Gift\n1 | Illusory butterflies flutter around you while you take a Short or Long Rest.\n2 | Flowers bloom from your hair each dawn.\n3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.\n4 | Your shadow dances while no one is looking directly at it.\n5 | Horns or antlers sprout from your head.\n6 | Your skin and hair change color each dawn.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Dreadful Strikes (Fey Wanderer)_Fey Wanderer","name":"Level 3: Dreadful Strikes (Fey Wanderer)","description":"You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger level 11.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Otherworldly Glamour (Fey Wanderer)_Fey Wanderer","name":"Level 3: Otherworldly Glamour (Fey Wanderer)","description":"Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).\n\tYou also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"7_Level 7: Beguiling Twist (Fey Wanderer)_Fey Wanderer","name":"Level 7: Beguiling Twist (Fey Wanderer)","description":"The magic of the Feywild guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.\n\tIn addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nSource:\tPlayer's Handbook (2024) p. 125","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"11_Level 11: Fey Reinforcements (Fey Wanderer)_Fey Wanderer","name":"Level 11: Fey Reinforcements (Fey Wanderer)","description":"You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.\n\tWhenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.\n\nSource:\tPlayer's Handbook (2024) p. 125","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"15_Level 15: Misty Wanderer (Fey Wanderer)_Fey Wanderer","name":"Level 15: Misty Wanderer (Fey Wanderer)","description":"You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\tIn addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.\n\nSource:\tPlayer's Handbook (2024) p. 125","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Gloom Stalker Spells (Gloom Stalker)_Gloom Stalker","name":"Level 3: Gloom Stalker Spells (Gloom Stalker)","description":"When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.\n\nGloom Stalker Spells:\nRanger Level | Spells\n3 | Disguise Self\n5 | Rope Trick\n9 | Fear\n13 | Greater Invisibility\n17 | Seeming\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Dread Ambusher (Gloom Stalker)_Gloom Stalker","name":"Level 3: Dread Ambusher (Gloom Stalker)","description":"You have mastered the art of creating fearsome ambushes, granting you the following benefits.\n\nAmbusher's Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.\n\nDreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nInitiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.\n\nSource:\tPlayer's Handbook (2024) p. 125","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Umbral Sight (Gloom Stalker)_Gloom Stalker","name":"Level 3: Umbral Sight (Gloom Stalker)","description":"You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.\n\tYou are also adept at evading creatures that rely on Darkvision. While entirely in Darkness. you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"7_Level 7: Iron Mind (Gloom Stalker)_Gloom Stalker","name":"Level 7: Iron Mind (Gloom Stalker)","description":"You have honed your ability to resist mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"11_Level 11: Stalker's Flurry (Gloom Stalker)_Gloom Stalker","name":"Level 11: Stalker's Flurry (Gloom Stalker)","description":"The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.\n\nSudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon's range.\n\nMass Fear. The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"15_Level 15: Shadowy Dodge (Gloom Stalker)_Gloom Stalker","name":"Level 15: Shadowy Dodge (Gloom Stalker)","description":"When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"3_Level 3: Hunter's Lore (Hunter)_Hunter","name":"Level 3: Hunter's Lore (Hunter)","description":"You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Hunter's Prey (Hunter)_Hunter","name":"Level 3: Hunter's Prey (Hunter)","description":"You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\nColossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal t his extra damage only once per turn.\n\nHorde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"7_Level 7: Defensive Tactics (Hunter)_Hunter","name":"Level 7: Defensive Tactics (Hunter)","description":"You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\nEscape the Horde. Opportunity Attacks have Disadvantage against you.\n\nMultiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"11_Level 11: Superior Hunter's Prey (Hunter)_Hunter","name":"Level 11: Superior Hunter's Prey (Hunter)","description":"Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"15_Level 15: Superior Hunter's Defense (Hunter)_Hunter","name":"Level 15: Superior Hunter's Defense (Hunter)","description":"When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"3_Level 3: Frigid Explorer (Winter Walker)_Winter Walker","name":"Level 3: Frigid Explorer (Winter Walker)","description":"You gain the following benefits.\n\nBiting Cold. Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.\n\nFrost Resistance. You have Resistance to Cold damage.\n\nPolar Strikes. When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Hunter's Rime (Winter Walker)_Winter Walker","name":"Level 3: Hunter's Rime (Winter Walker)","description":"Ice rimes you and your prey, protecting you and slowing them. When you cast Hunter's Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level.\n\tAdditionally, while a creature is marked by your Hunter's Mark, it can't take the Disengage action.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Winter Walker Spells (Winter Walker)_Winter Walker","name":"Level 3: Winter Walker Spells (Winter Walker)","description":"When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.\n\nRanger Level | Spells\n3 | Ice Knife\n5 | Hold Person\n9 | Remove Curse\n13 | Ice Storm\n17 | Cone of Cold\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"7_Level 7: Fortifying Soul (Winter Walker)_Winter Walker","name":"Level 7: Fortifying Soul (Winter Walker)","description":"Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a Magic action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains Hit Points equal to 1d10 plus your Ranger level and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"customFields":{"Fortifying Soul":{"7":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"11_Level 11: Chilling Retribution (Winter Walker)_Winter Walker","name":"Level 11: Chilling Retribution (Winter Walker)","description":"When a creature hits you with an attack roll, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Stunned condition until the end of your next turn. While the target is Stunned, its Speed is reduced to 0 feet.\n\tYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"customFields":{"Chilling Retribution":{"11":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"11_Level 11: Polar Strikes Improvement (Winter Walker)_Winter Walker","name":"Level 11: Polar Strikes Improvement (Winter Walker)","description":"Your Polar Strikes damage increases to 1d6 Cold damage.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"15_Level 15: Frozen Haunt (Winter Walker)_Winter Walker","name":"Level 15: Frozen Haunt (Winter Walker)","description":"When you cast Hunter's Mark, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).\n\nFrozen Soul. You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage.\n\nPartially Incorporeal. You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"customFields":{"Frozen Haunt":{"15":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"1_Becoming A Rogue As A Level 1 Character_Rogue","name":"Becoming A Rogue As A Level 1 Character","description":"As a 1st-level Rogue, you begin play with 8 + your Constitution modifier hit points.\n\nCore Rogue Traits\nPrimary Ability: Dexterity\nHit Point Die: D8 per Rogue level\nSaving Throw Proficiencies: Dexterity and Intelligence\nSkill Proficiencies: Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth\nWeapon Proficiencies: Simple weapons and Martial weapons that have the Finesse or Light property\nTool Proficiencies: Thieves' Tools\nArmor Training: Light armor\nStarting Equipment: Choose A or 8: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP\n\nSource:\tPlayer's Handbook (2024) p. 129","type":"Rogue Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Rogue As A Multiclass Character_Rogue","name":"Becoming A Rogue As A Multiclass Character","description":"Core Rogue Traits\nPrimary Ability: Dexterity\nHit Point Die: D8 per Rogue level\nSkill Proficiencies: Choose 1: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth\nTool Proficiencies: Thieves' Tools\nArmor Training: Light armor\n\nSource:\tPlayer's Handbook (2024) p. 129","type":"Rogue Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Spellcasting (Arcane Trickster)_Arcane Trickster","name":"Level 3: Spellcasting (Arcane Trickster)","description":"You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.\n\nCantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list (see that class's section for its list). Mind Sliver and Minor Illusion are recommended.\n\tWhenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.\n\tWhen you reach Rogue level 10, you learn another Wizard cantrip of your choice.\n\nSpell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.\n\nPrepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self. and Fog Cloud are recommended.\n\tThe number of spells on your list increases as you gain Rogue levels. as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.\n\nChanging Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.\n\nSpellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.\n\nSpellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.\n\nPrepared Spells:\nLevel | Prepared Spells\n3 | 3\n4 | 4\n7 | 5\n8 | 6\n10 | 7\n11 | 8\n13 | 9\n14 | 10\n16 | 11\n19 | 12\n20 | 13\n\nSource:\tPlayer's Handbook (2024) p. 132","type":"Arcane Trickster Feature","prerequisiteList":[],"spellSlotsPerLevel":{"3":[2],"4":[3],"5":[3],"6":[3],"7":[4,2],"8":[4,2],"9":[4,2],"10":[4,3],"11":[4,3],"12":[4,3],"13":[4,3,2],"14":[4,3,2],"15":[4,3,2],"16":[4,3,3],"17":[4,3,3],"18":[4,3,3],"19":[4,3,3,1],"20":[4,3,3,1]},"preparedSpells":{"3":3,"4":4,"7":5,"8":6,"10":7,"11":8,"13":9,"14":10,"16":11,"19":12,"20":13},"cantrips":{"3":3,"4":3,"5":3,"6":3,"7":3,"8":3,"9":3,"10":4,"11":4,"12":4,"13":4,"14":4,"15":4,"16":4,"17":4,"18":4,"19":4,"20":4},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Mage Hand Legerdemain (Arcane Trickster)_Arcane Trickster","name":"Level 3: Mage Hand Legerdemain (Arcane Trickster)","description":"When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.\n\nSource:\tPlayer's Handbook (2024) p. 133","type":"Arcane Trickster Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"9_Level 9: Magical Ambush (Arcane Trickster)_Arcane Trickster","name":"Level 9: Magical Ambush (Arcane Trickster)","description":"If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.\n\nSource:\tPlayer's Handbook (2024) p. 133","type":"Arcane Trickster Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"13_Level 13: Versatile Trickster (Arcane Trickster)_Arcane Trickster","name":"Level 13: Versatile Trickster (Arcane Trickster)","description":"You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.\n\nSource:\tPlayer's Handbook (2024) p. 133","type":"Arcane Trickster Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"17_Level 17: Spell Thief (Arcane Trickster)_Arcane Trickster","name":"Level 17: Spell Thief (Arcane Trickster)","description":"You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.\n\tImmediately after a creature casts a spell that targets you or includes you in its area of effect. you can take a Reaction to force the creature to make an Intelligence saving throw. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn't need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can't cast it unHl the 8 hours have passed.\n\tOnce you steal a spell with this feature. you can't use this feature again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 133","type":"Arcane Trickster Feature","prerequisiteList":[],"customFields":{"Spell Thief":{"17":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"3_Level 3: Assassinate (Assassin)_Assassin","name":"Level 3: Assassinate (Assassin)","description":"You're adept at ambushing a target, granting you the following benefits.\n\nInitiative. You have Advantage on Initiative rolls.\n\nSurprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.\n\nSource:\tPlayer's Handbook (2024) p. 134","type":"Assassin Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Assassin's Tools (Assassin)_Assassin","name":"Level 3: Assassin's Tools (Assassin)","description":"You gain a Disguise Kit and a Poisoner's Kit, and you have proficiency with them.\n\nSource:\tPlayer's Handbook (2024) p. 134","type":"Assassin Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"9_Level 9: Infiltration Expertise (Assassin)_Assassin","name":"Level 9: Infiltration Expertise (Assassin)","description":"You are expert at the following techniques that aid your infiltrations.\n\nMasterful Mimicry. You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them.\n\nRoving Aim. Your Speed isn't reduced to 0 by using Steady Aim.\n\nSource:\tPlayer's Handbook (2024) p. 134","type":"Assassin Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"13_Level 13: Envenom Weapons (Assassin)_Assassin","name":"Level 13: Envenom Weapons (Assassin)","description":"When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.\n\nSource:\tPlayer's Handbook (2024) p. 134","type":"Assassin Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"17_Level 17: Death Strike (Assassin)_Assassin","name":"Level 17: Death Strike (Assassin)","description":"When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack's damage is doubled against the target.\n\nSource:\tPlayer's Handbook (2024) p. 134","type":"Assassin Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Psionic Power (Soulknife)_Soulknife","name":"Level 3: Psionic Power (Soulknife)","description":"You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soul knife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.\n\nPsionic Power:\nRogue Level | Die Size | Number\n3 | D6 | 4\n5 | D8 | 6\n9 | D8 | 8\n11 | D10 | 8\n13 | D10 | 10\n17 | D12 | 12\n\nAny features in this subclass that use a Psionic Energy Die use only the dice from t his subclass. Some of your powers expend a Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when your Psionic Energy Dice are all expended.\n\tYou regain one of your expended Psionic Energy Dice when you finish a Short Rest. and you regain all of them when you finish a Long Rest.\n\nPsi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.\n\nPsychic Whispers. You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).\n\tThe first time you use this power after each Long Rest, you don't expend the Psionic Energy Die. All other times you use the power, you expend the die.\n\nSource:\tPlayer's Handbook (2024) p. 135","type":"Soulknife Feature","prerequisiteList":[],"customFields":{"Psionic Energy Dice":{"3":4,"5":6,"9":8,"13":10,"17":12,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Psychic Blades (Soulknife)_Soulknife","name":"Level 3: Psychic Blades (Soulknife)","description":"You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits:\n\nWeapon Category: Simple Melee\nDamage on a Hit: 1d6 Psychic plus the ability modifier used for the attack roll\nProperties: Finesse, Thrown (range 60/120 feet)\nMastery: Vex (you can use this property, and it doesn't count against the number of properties you can use with Weapon Mastery)\n\nThe blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.\n\tAfter you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.\n\nSource:\tPlayer's Handbook (2024) p. 136","type":"Soulknife Feature","prerequisiteList":[],"customFields":{"Psychic Veil":{"13":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"9_Level 9: Soul Blades (Soulknife)_Soulknife","name":"Level 9: Soul Blades (Soulknife)","description":"You can now use the following powers with your Psychic Blades.\n\nHoming Strikes. If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.\n\nPsychic Teleportation. As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.\n\nSource:\tPlayer's Handbook (2024) p. 136","type":"Soulknife Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"13_Level 13: Psychic Veil (Soulknife)_Soulknife","name":"Level 13: Psychic Veil (Soulknife)","description":"You can weave a veil of psychic static to mask yourself. As a Magic action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.\n\tOnce you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 136","type":"Soulknife Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"17_Level 17: Rend Mind (Soulknife)_Soulknife","name":"Level 17: Rend Mind (Soulknife)","description":"You can sweep your Psychic Blades through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\tOnce you use this feature, you can't do so again until you finish a Long Rest unless you expend three Psionic Energy Dice (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 136","type":"Soulknife Feature","prerequisiteList":[],"customFields":{"Rend Mind":{"17":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Fast Hands (Thief)_Thief","name":"Level 3: Fast Hands (Thief)","description":"As a Bonus Action, you can do one of the following.\n\nSleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.\n\nUse an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action..\n\nSource:\tPlayer's Handbook (2024) p. 137","type":"Thief Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Second- Story Work (Thief)_Thief","name":"Level 3: Second- Story Work (Thief)","description":"You've trained to get into especially hard-to-reach places, granting you these benefits.\n\nClimber. You gain a Climb Speed equal to your Speed.\n\nJumper. You can determine your jump distance using your Dexterity rather than your Strength.\n\nSource:\tPlayer's Handbook (2024) p. 137","type":"Thief Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"9_Level 9: Supreme Sneak (Thief)_Thief","name":"Level 9: Supreme Sneak (Thief)","description":"You gain the following Cunning Strike option.\n\nStealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.\n\nSource:\tPlayer's Handbook (2024) p. 137","type":"Thief Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"13_Level 13: Use Magic Device (Thief)_Thief","name":"Level 13: Use Magic Device (Thief)","description":"You've learned how to maximize use of magic items, granting you the following benefits.\n\nAttunement. You can attune to up to four magic items at once.\n\nCharges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.\n\nScrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.\n\nSource:\tPlayer's Handbook (2024) p. 137","type":"Thief Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"17_Level 17: Thief's Reflexes (Thief)_Thief","name":"Level 17: Thief's Reflexes (Thief)","description":"You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.\n\nSource:\tPlayer's Handbook (2024) p. 137","type":"Thief Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Bloodthirst (Scion of the Three)_Scion of the Three","name":"Level 3: Bloodthirst (Scion of the Three)","description":"When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Scion of the Three Feature","prerequisiteList":[],"customFields":{"Bloodthirst":{"3":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"3_Level 3: Dread Allegiance (Scion of the Three)_Scion of the Three","name":"Level 3: Dread Allegiance (Scion of the Three)","description":"Choose one of the Dead Three: Bane, Bhaal, or Myrkul. You gain Resistance to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a Long Rest, you can change your choice.\n\nGod | Damage | Resistance\tCantrip\nBane | Psychic | Minor Illusion\nBhaal | Poison | Blade Ward\nMyrkul | Necrotic | Chill Touch\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Scion of the Three Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"9_Level 9: Strike Fear (Scion of the Three)_Scion of the Three","name":"Level 9: Strike Fear (Scion of the Three)","description":"You gain the following Cunning Strike option.\n\nTerrify (Cost: 1d6). The target must succeed on a Wisdom saving throw, or it has the Frightened condition for 1 minute. While the target is Frightened in this way, you have Advantage on attack rolls against the target.\n\tThe Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Scion of the Three Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"13_Level 13: Aura of Malevolence (Scion of the Three)_Scion of the Three","name":"Level 13: Aura of Malevolence (Scion of the Three)","description":"You radiate malignant power associated with one of the Dead Three. When you use Bloodthirst and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage Resistance granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores Resistance.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Scion of the Three Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"17_Level 17: Dread Incarnate (Scion of the Three)_Scion of the Three","name":"Level 17: Dread Incarnate (Scion of the Three)","description":"You gain the following benefits.\n\nCutthroat. You regain one expended use of Bloodthirst when you finish a Short Rest.\n\nMurderous Intent. When you roll for your Sneak Attack damage, you can treat a roll of a 1 or 2 on the die as a 3.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Scion of the Three Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Sorcerer As A Level 1 Character_Sorcerer","name":"Becoming A Sorcerer As A Level 1 Character","description":"As a 1st-level Sorcerer, you begin play with 6 + your Constitution modifier hit points.\n\nCore Sorcerer Traits\nPrimary Ability: Charisma\nHit Point Die: D6 per Sorcerer level\nSaving Throw Proficiencies: Constitution and Charisma\nSkill Proficiencies: Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion\nWeapon Proficiencies: Simple weapons\nArmor Training: None\nStarting Equipment: Choose A or 8: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP\n\nSource:\tPlayer's Handbook (2024) p. 139","type":"Sorcerer Class Feature","prerequisiteList":[],"customFields":{"Innate Sorcery":{"1":2,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Sorcerer As A Multiclass Character_Sorcerer","name":"Becoming A Sorcerer As A Multiclass Character","description":"Core Sorcerer Traits\nPrimary Ability: Charisma\nHit Point Die: D6 per Sorcerer level\n\nSource:\tPlayer's Handbook (2024) p. 139","type":"Sorcerer Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Psionic Spells (Aberrant Sorcery)_Aberrant Sorcery","name":"Level 3: Psionic Spells (Aberrant Sorcery)","description":"When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.\n\nPsionic Spells:\nSorcerer Level | Spells\n3 | Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver\n5 | Hunger of Hadar, Sending\n7 | Evard's Black Tentacles, Summon Aberration\n9 | Rary's Telepathic Bond, Telekinesis\n\nSource:\tPlayer's Handbook (2024) p. 145","type":"Aberrant Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Telepathic Speech (Aberrant Sorcery)_Aberrant Sorcery","name":"Level 3: Telepathic Speech (Aberrant Sorcery)","description":"You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.\n\tThe telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.\n\nSource:\tPlayer's Handbook (2024) p. 145","type":"Aberrant Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"6_Level 6: Psionic Sorcery (Aberrant Sorcery)_Aberrant Sorcery","name":"Level 6: Psionic Sorcery (Aberrant Sorcery)","description":"When you cast any level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell's level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material components unless they are consumed by the spell or have a cost specified in it.\n\nSource:\tPlayer's Handbook (2024) p. 146","type":"Aberrant Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Psychic Defenses (Aberrant Sorcery)_Aberrant Sorcery","name":"Level 6: Psychic Defenses (Aberrant Sorcery)","description":"You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.\n\nSource:\tPlayer's Handbook (2024) p. 146","type":"Aberrant Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Revelation In Flesh (Aberrant Sorcery)_Aberrant Sorcery","name":"Level 14: Revelation In Flesh (Aberrant Sorcery)","description":"You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.\n\nAquatic Adaptation. You gain a Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia.\n\nGlistening Flight. You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.\n\nSee the Invisible. You can see any Invisible creature within 60 feet of yourself that isn't behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.\n\nWormlike Movement. Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition.\n\nSource:\tPlayer's Handbook (2024) p. 146","type":"Aberrant Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"18_Level 18: Warping Implosion (Aberrant Sorcery)_Aberrant Sorcery","name":"Level 18: Warping Implosion (Aberrant Sorcery)","description":"You can unleash a space-warping anomaly. As a Magic action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only.\n\nOnce you use this feature, you can't do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 146","type":"Aberrant Sorcery Feature","prerequisiteList":[],"customFields":{"Warping Implosion":{"18":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Clockwork Spells (Clockwork Sorcery)_Clockwork Sorcery","name":"Level 3: Clockwork Spells (Clockwork Sorcery)","description":"When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.\n\nClockwork Spells:\nSorcerer Level | Spells\n3 | Aid, Alarm, Lesser Restoration, Protection from Evil and Good\n5 | Dispel Magic, Protection from Energy\n7 | Freedom of Movement, Summon Construct\n9 | Greater Restoration, Wall of Force\n\nIn addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your Sorcerer spells.\n\nManifestations of Order:\n1d6 | Manifestation\n1 | Spectral cogwheels hover behind you.\n2 | The hands of a clock spin in your eyes.\n3 | Your skin glows with a brassy sheen.\n4 | Floating equations and geometric objects overlay your body.\n5 | Your Spellcasting Focus temporarily takes the form of a Tiny clockwork mechanism.\n6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.\n\nSource:\tPlayer's Handbook (2024) p. 146","type":"Clockwork Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Restore Balance (Clockwork Sorcery)_Clockwork Sorcery","name":"Level 3: Restore Balance (Clockwork Sorcery)","description":"Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage.\n\tYou can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 146","type":"Clockwork Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"6_Level 6: Bastion of Law (Clockwork Sorcery)_Clockwork Sorcery","name":"Level 6: Bastion of Law (Clockwork Sorcery)","description":"You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic action, you can expend 1 to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.\n\tThe ward lasts until you finish a Long Rest or until you use this feature again.\n\nSource:\tPlayer's Handbook (2024) p. 147","type":"Clockwork Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"14_Level 14: Trance of Order (Clockwork Sorcery)_Clockwork Sorcery","name":"Level 14: Trance of Order (Clockwork Sorcery)","description":"You gain the ability to align your consciousness with the endless calculations of Mechanus. As a Bonus Action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from Advantage, and whenever you make a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 147","type":"Clockwork Sorcery Feature","prerequisiteList":[],"customFields":{"Trance of Order":{"14":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"18_Level 18: Clockwork Cavalcade (Clockwork Sorcery)_Clockwork Sorcery","name":"Level 18: Clockwork Cavalcade (Clockwork Sorcery)","description":"You momentarily summon spirits of order to expunge disorder around you. As a Magic action, you summon the spirits in a 30-foot Cube originating from you. The spirits look like modrons or other Constructs of your choice. The spirits are intangible and invulnerable, and they create the effects below within the Cube before vanishing. Once you use this action, you can't use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.\n\nHeal. The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube.\n\nRepair. Any damaged objects entirely in the Cube are repaired instantly.\n\nDispel. Every spell of level 6 and lower ends on creatures and objects of your choice in the Cube.\n\nSource:\tPlayer's Handbook (2024) p. 147","type":"Clockwork Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Draconic Spells (Draconic Sorcery)_Draconic Sorcery","name":"Level 3: Draconic Spells (Draconic Sorcery)","description":"When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.\n\nDraconic Spells:\nSorcerer Level | Spells\n3 | Alter Self, Chromatic Orb, Command, Dragon's Breath\n5 | Fear, Fly\n7 | Arcane Eye, Charm Monster\n9 | Legend Lore, Summon Dragon\n\nSource:\tPlayer's Handbook (2024) p. 148","type":"Draconic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Draconic Resilience (Draconic Sorcery)_Draconic Sorcery","name":"Level 3: Draconic Resilience (Draconic Sorcery)","description":"The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.\n\tParts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.\n\nSource:\tPlayer's Handbook (2024) p. 148","type":"Draconic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Elemental Affinity (Draconic Sorcery)_Draconic Sorcery","name":"Level 6: Elemental Affinity (Draconic Sorcery)","description":"Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.\n\tYou have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.\n\nSource:\tPlayer's Handbook (2024) p. 148","type":"Draconic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Dragon Wings (Draconic Sorcery)_Draconic Sorcery","name":"Level 14: Dragon Wings (Draconic Sorcery)","description":"As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 148","type":"Draconic Sorcery Feature","prerequisiteList":[],"customFields":{"Dragon Wings":{"14":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"18_Level 18: Dragon Companion (Draconic Sorcery)_Draconic Sorcery","name":"Level 18: Dragon Companion (Draconic Sorcery)","description":"You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.\n\tWhenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.\n\nSource:\tPlayer's Handbook (2024) p. 149","type":"Draconic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Wild Magic Surge (Wild Magic Sorcery)_Wild Magic Sorcery","name":"Level 3: Wild Magic Surge (Wild Magic Sorcery)","description":"Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll 1d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.\n\tIf the magical effect is a spell, it is too wild to be affected by your Metamagic.\n\nSource:\tPlayer's Handbook (2024) p. 149","type":"Wild Magic Sorcery Feature","prerequisiteList":[],"customFields":{"Tamed Surge":{"18":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Tides of Chaos (Wild Magic Sorcery)_Wild Magic Sorcery","name":"Level 3: Tides of Chaos (Wild Magic Sorcery)","description":"You can manipulate chaos itself to give yourself Advantage on one 020 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.\n\tIf you do cast a Sorcerer spell with a spell slot before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.\n\nSource:\tPlayer's Handbook (2024) p. 149","type":"Wild Magic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Bend Luck (Wild Magic Sorcery)_Wild Magic Sorcery","name":"Level 6: Bend Luck (Wild Magic Sorcery)","description":"You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Sorcery Point to roll 1d4 and apply t he number rolled as a bonus or penalty (your choice) to the d20 roll.\n\nSource:\tPlayer's Handbook (2024) p. 149","type":"Wild Magic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"14_Level 14: Controlled Chaos (Wild Magic Sorcery)_Wild Magic Sorcery","name":"Level 14: Controlled Chaos (Wild Magic Sorcery)","description":"You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.\n\nSource:\tPlayer's Handbook (2024) p. 149","type":"Wild Magic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"18_Level 18: Tamed Surge (Wild Magic Sorcery)_Wild Magic Sorcery","name":"Level 18: Tamed Surge (Wild Magic Sorcery)","description":"Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.\n\tOnce you use this feature, you can't do so again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 150","type":"Wild Magic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Spellfire Burst (Spellfire Sorcery)_Spellfire Sorcery","name":"Level 3: Spellfire Burst (Spellfire Sorcery)","description":"When you spend at least 1 Sorcery Point as part of the Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.\n\nBolstering Flames. You or one creature you can see within 30 feet of yourself gains Temporary Hit Points equal to 1d4 plus your Charisma modifier.\n\nRadiant Fire. One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice).\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Spellfire Sorcery Feature","prerequisiteList":[],"customFields":{"Crown of Spellfire":{"18":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Spellfire Spells (Spellfire Sorcery)_Spellfire Sorcery","name":"Level 3: Spellfire Spells (Spellfire Sorcery)","description":"When you reach a Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared.\n\nSorcerer Level | Spells\n3 | Cure Wounds, Guiding Bolt, Lesser Restoration, Scorching Ray\n5 | Aura of Vitality, Dispel Magic\n7 | Fire Shield, Wall of Fire\n9 | Greater Restoration, Flame Strike\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Spellfire Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Absorb Spells (Spellfire Sorcery)_Spellfire Sorcery","name":"Level 6: Absorb Spells (Spellfire Sorcery)","description":"You always have Counterspell prepared.\n\nAdditionally, whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Sorcery Points.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Spellfire Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Honed Spellfire (Spellfire Sorcery)_Spellfire Sorcery","name":"Level 14: Honed Spellfire (Spellfire Sorcery)","description":"Your Spellfire Burst improves. You add your Sorcerer level to the Temporary Hit Points gained from Bolstering Flames, and the damage of Radiant Fire increases to 1d8.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Spellfire Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"18_Level 18: Crown of Spellfire (Spellfire Sorcery)_Spellfire Sorcery","name":"Level 18: Crown of Spellfire (Spellfire Sorcery)","description":"When you use Innate Sorcery, you can alter it and infuse yourself with the essence of spellfire, gaining the following benefits while this use of Innate Sorcery is active. Once you use this feature to alter Innate Sorcery, you can't use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.\n\nBurning Life Force. Once per turn when you are hit by an attack roll, you can expend a number of Hit Point Dice, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice, and reduce the amount of damage from that attack equal to the total rolled.\n\nFlight. You gain a Fly Speed of 60 feet and can hover.\n\nSpell Avoidance. When you're subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this benefit if you have the Incapacitated condition.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Spellfire Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"1_Becoming A Warlock As A Level 1 Character_Warlock","name":"Becoming A Warlock As A Level 1 Character","description":"As a 1st-level Warlock, you begin play with 8 + your Constitution modifier hit points.\n\nCore Warlock Traits\nPrimary Ability: Charisma\nHit Point Die: D8 per Warlock level\nSaving Throw Proficiencies: Wisdom and Charisma\nSkill Proficiencies: Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion\nWeapon Proficiencies: Simple weapons\nArmor Training: Light armor\nStarting Equipment: Choose A or B: (A) leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP\n\nSource:\tPlayer's Handbook (2024) p. 153","type":"Warlock Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Warlock As A Multiclass Character_Warlock","name":"Becoming A Warlock As A Multiclass Character","description":"Core Warlock Traits\nPrimary Ability: Charisma\nHit Point Die: D8 per Warlock level\nArmor Training: Light armor\n\nSource:\tPlayer's Handbook (2024) p. 153","type":"Warlock Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Archfey Spells (Archfey Patron)_Archfey Patron","name":"Level 3: Archfey Spells (Archfey Patron)","description":"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.\n\nArchfey Spells:\nWarlock Level | Spells\n3 | Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep\n5 | Blink, Plant Growth\n7 | Dominate Beast, Greater Invisibility\n9 | Dominate Person, Seeming\n\nSource:\tPlayer's Handbook (2024) p. 159","type":"Archfey Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Steps of the Fey (Archfey Patron)_Archfey Patron","name":"Level 3: Steps of the Fey (Archfey Patron)","description":"Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\tIn addition, whenever you cast that spell, you can choose one of the following additional effects.\n\nRefreshing Step. Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.\n\nTaunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 159","type":"Archfey Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Misty Escape (Archfey Patron)_Archfey Patron","name":"Level 6: Misty Escape (Archfey Patron)","description":"You can cast Misty Step as a Reaction in response to taking damage.\n\tIn addition, the following effects are now among your Steps of the Fey options.\n\nDisappearing Step. You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.\n\nDreadful Step. Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.\n\nSource:\tPlayer's Handbook (2024) p. 159","type":"Archfey Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"10_Level 10: Beguiling Defenses (Archfey Patron)_Archfey Patron","name":"Level 10: Beguiling Defenses (Archfey Patron)","description":"Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.\n\tIn addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this Reaction, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 159","type":"Archfey Patron Feature","prerequisiteList":[],"customFields":{"Beguiling Defenses":{"10":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"14_Level 14: Bewitching Magic (Archfey Patron)_Archfey Patron","name":"Level 14: Bewitching Magic (Archfey Patron)","description":"Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.\n\nSource:\tPlayer's Handbook (2024) p. 158","type":"Archfey Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Celestial Spells (Celestial Patron)_Celestial Patron","name":"Level 3: Celestial Spells (Celestial Patron)","description":"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.\n\nCelestial Spells:\nWarlock Level | Spells\n3 | Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacred Flame\n5 | Daylight, Revivify\n7 | Guardian of Faith, Wall of Fire\n9 | Greater Restoration, Summon Celestial\n\nSource:\tPlayer's Handbook (2024) p. 160","type":"Celestial Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Healing Light (Celestial Patron)_Celestial Patron","name":"Level 3: Healing Light (Celestial Patron)","description":"You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.\n\tAs a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll's total. Your pool regains all expended dice when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 160","type":"Celestial Patron Feature","prerequisiteList":[],"customFields":{"Healing Light":{"3":4,"4":5,"5":6,"6":7,"7":8,"8":9,"9":10,"10":11,"11":12,"12":13,"13":14,"14":15,"15":16,"16":17,"17":18,"18":19,"19":20,"20":21,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"6_Level 6: Radiant Soul (Celestial Patron)_Celestial Patron","name":"Level 6: Radiant Soul (Celestial Patron)","description":"Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell's damage against one of the spell's targets.\n\nSource:\tPlayer's Handbook (2024) p. 160","type":"Celestial Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Celestial Resilience (Celestial Patron)_Celestial Patron","name":"Level 10: Celestial Resilience (Celestial Patron)","description":"You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.\n\nSource:\tPlayer's Handbook (2024) p. 160","type":"Celestial Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Searing Vengeance (Celestial Patron)_Celestial Patron","name":"Level 14: Searing Vengeance (Celestial Patron)","description":"When you or an ally within 60 feet of you is about to make a Death Saving Throw, you can unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 160","type":"Celestial Patron Feature","prerequisiteList":[],"customFields":{"Searing Vengeance":{"14":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Fiend Spells (Fiend Patron)_Fiend Patron","name":"Level 3: Fiend Spells (Fiend Patron)","description":"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.\n\nFiend Spells:\nWarlock Level | Spells\n3 | Burning Hands, Command, Scorching Ray, Suggestion\n5 | Fireball, Stinking Cloud\n7 | Fire Shield, Wall of Fire\n9 | Geas, Insect Plague\n\nSource:\tPlayer's Handbook (2024) p. 161","type":"Fiend Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Dark One's Blessing (Fiend Patron)_Fiend Patron","name":"Level 3: Dark One's Blessing (Fiend Patron)","description":"When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.\n\nSource:\tPlayer's Handbook (2024) p. 161","type":"Fiend Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Dark One's Own Luck (Fiend Patron)_Fiend Patron","name":"Level 6: Dark One's Own Luck (Fiend Patron)","description":"You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.\n\tYou can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 162","type":"Fiend Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Fiendish Resilience (Fiend Patron)_Fiend Patron","name":"Level 10: Fiendish Resilience (Fiend Patron)","description":"Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.\n\nSource:\tPlayer's Handbook (2024) p. 162","type":"Fiend Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Hurl Through Hell (Fiend Patron)_Fiend Patron","name":"Level 14: Hurl Through Hell (Fiend Patron)","description":"Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 162","type":"Fiend Patron Feature","prerequisiteList":[],"customFields":{"Hurl Through Hell":{"14":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Great Old One Spells (Great Old One Patron)_Great Old One Patron","name":"Level 3: Great Old One Spells (Great Old One Patron)","description":"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.\n\nGreat Old One Spells:\nWarlock Level | Spells\n3 | Detect Thoughts, Dissonant Whispers, Phantasmal Force, Tasha's Hideous Laughter\n5 | Clairvoyance, Hunger of Hadar\n7 | Confusion, Summon Aberration\n9 | Modify Memory, Telekinesis\n\nSource:\tPlayer's Handbook (2024) p. 163","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Awakened Mind (Great Old One Patron)_Great Old One Patron","name":"Level 3: Awakened Mind (Great Old One Patron)","description":"You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.\n\tThe telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.\n\nSource:\tPlayer's Handbook (2024) p. 162","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Psychic Spells (Great Old One Patron)_Great Old One Patron","name":"Level 3: Psychic Spells (Great Old One Patron)","description":"When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components.\n\nSource:\tPlayer's Handbook (2024) p. 163","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Clairvoyant Combatant (Great Old One Patron)_Great Old One Patron","name":"Level 6: Clairvoyant Combatant (Great Old One Patron)","description":"When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.\n\tOnce you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend a Pact Magic spell s lot (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 163","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"10_Level 10: Eldritch Hex (Great Old One Patron)_Great Old One Patron","name":"Level 10: Eldritch Hex (Great Old One Patron)","description":"Your alien patron grants you a powerful curse. You always have the Hex spell prepared. When you cast Hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.\n\nSource:\tPlayer's Handbook (2024) p. 163","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Thought Shield (Great Old One Patron)_Great Old One Patron","name":"Level 10: Thought Shield (Great Old One Patron)","description":"Your thoughts can't be read by telepathy or other means unless you allow it. You also have Resistance to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you take.\n\nSource:\tPlayer's Handbook (2024) p. 163","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Create Thrall (Great Old One Patron)_Great Old One Patron","name":"Level 14: Create Thrall (Great Old One Patron)","description":"When you cast Summon Aberration, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Charisma modifier.\n\tIn addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.\n\nSource:\tPlayer's Handbook (2024) p. 163","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Wizard As A Level 1 Character_Wizard","name":"Becoming A Wizard As A Level 1 Character","description":"As a 1st-level Wizard, you begin play with 6 + your Constitution modifier hit points.\n\nCore Wizard Traits\nPrimary Ability: Intelligence\nHit Point Die: D6 per Wizard level\nSaving Throw Proficiencies: Intelligence and Wisdom\nSkill Proficiencies: Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion\nWeapon Proficiencies: Simple weapons\nArmor Training: None\nStarting Equipment: Choose A or 8: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP\n\nSource:\tPlayer's Handbook (2024) p. 165","type":"Wizard Class Feature","prerequisiteList":[],"customFields":{"Arcane Recovery":{"1":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Wizard As A Multiclass Character_Wizard","name":"Becoming A Wizard As A Multiclass Character","description":"Core Wizard Traits\nPrimary Ability: Intelligence\nHit Point Die: D6 per Wizard level\n\nSource:\tPlayer's Handbook (2024) p. 165","type":"Wizard Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Expanding And Replacing A Spellbook_Wizard","name":"Expanding And Replacing A Spellbook","description":"The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.\n\nCopying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.\n\nCopying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.\n\tIf you lose your spell book, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.\n\nSource:\tPlayer's Handbook (2024) p. 166","type":"Wizard Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Abjuration Savant (Abjurer)_Abjurer","name":"Level 3: Abjuration Savant (Abjurer)","description":"Choose two Wizard spells from the Abjuration school, each of which must be no higher than level 2, and add them to your spellbook for free.\n\tIn addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Abjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.\n\nSource:\tPlayer's Handbook (2024) p. 172","type":"Abjurer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Arcane Ward (Abjurer)_Abjurer","name":"Level 3: Arcane Ward (Abjurer)","description":"You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a Hit Point maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the ward's Hit Points. If the damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 Hit Points, it can't absorb damage, but its magic remains.\n\tWhenever you cast an Abjuration spell with a spell slot, the ward regains a number of Hit Points equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to twice the level of the spell slot expended.\n\tOnce you create the ward, you can't create it again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 172","type":"Abjurer Feature","prerequisiteList":[],"customFields":{"Arcane Ward":{"3":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"6_Level 6: Projected Ward (Abjurer)_Abjurer","name":"Level 6: Projected Ward (Abjurer)","description":"When a creature that you can see within 30 feet of yourself takes damage, you can take a Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward's Hit Points.\n\nSource:\tPlayer's Handbook (2024) p. 172","type":"Abjurer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"10_Level 10: Spell Breaker (Abjurer)_Abjurer","name":"Level 10: Spell Breaker (Abjurer)","description":"You always have the Counterspell and Dispel Magic spells prepared. In addition, you can cast Dispel Magic as a Bonus Action, and you can add your Proficiency Bonus to its ability check.\n\tWhen you cast either spell with a spell slot, that slot isn't expended if the spell fails to stop a spell.\n\nSource:\tPlayer's Handbook (2024) p. 172","type":"Abjurer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"14_Level 14: Spell Resistance (Abjurer)_Abjurer","name":"Level 14: Spell Resistance (Abjurer)","description":"You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.\n\nSource:\tPlayer's Handbook (2024) p. 172","type":"Abjurer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Divination Savant (Diviner)_Diviner","name":"Level 3: Divination Savant (Diviner)","description":"Choose two Wizard spells from the Divination school, each of which must be no higher than level 2, and add them to your spellbook for free.\n\tIn addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Divination school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.\n\nSource:\tPlayer's Handbook (2024) p. 173","type":"Diviner Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Portent (Diviner)_Diviner","name":"Level 3: Portent (Diviner)","description":"Glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.\n\tEach foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.\n\nSource:\tPlayer's Handbook (2024) p. 173","type":"Diviner Feature","prerequisiteList":[],"customFields":{"Portent":{"3":2,"14":3,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Expert Divination (Diviner)_Diviner","name":"Level 6: Expert Divination (Diviner)","description":"Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than level 5.\n\nSource:\tPlayer's Handbook (2024) p. 173","type":"Diviner Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"10_Level 10: The Third Eye (Diviner)_Diviner","name":"Level 10: The Third Eye (Diviner)","description":"You can increase your powers of perception. As a Bonus Action, choose one of the following benefits, which lasts until you start a Short or Long Rest. You can't use this feature again until you finish a Short or Long Rest.\n\nDarkvision. You gain Darkvision with a range of 120 feet.\n\nGreater Comprehension. You can read any language.\n\nSee Invisibility. You can cast See Invisibility without expending a spell slot.\n\nSource:\tPlayer's Handbook (2024) p. 173","type":"Diviner Feature","prerequisiteList":[],"customFields":{"The Third Eye":{"10":1,"recovery":{"shortRest":"1","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"14_Level 14: Greater Portent (Diviner)_Diviner","name":"Level 14: Greater Portent (Diviner)","description":"The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two.\n\nSource:\tPlayer's Handbook (2024) p. 173","type":"Diviner Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Evocation Savant (Evoker)_Evoker","name":"Level 3: Evocation Savant (Evoker)","description":"Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.\n\tIn addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.\n\nSource:\tPlayer's Handbook (2024) p. 174","type":"Evoker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Potent Cantrip (Evoker)_Evoker","name":"Level 3: Potent Cantrip (Evoker)","description":"Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.\n\nSource:\tPlayer's Handbook (2024) p. 174","type":"Evoker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Sculpt Spells (Evoker)_Evoker","name":"Level 6: Sculpt Spells (Evoker)","description":"You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.\n\nSource:\tPlayer's Handbook (2024) p. 174","type":"Evoker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Empowered Evocation (Evoker)_Evoker","name":"Level 10: Empowered Evocation (Evoker)","description":"Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.\n\nSource:\tPlayer's Handbook (2024) p. 174","type":"Evoker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"14_Level 14: Overchannel (Evoker)_Evoker","name":"Level 14: Overchannel (Evoker)","description":"You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1-5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.\n\tThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.\n\tEach time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.\n\nSource:\tPlayer's Handbook (2024) p. 174","type":"Evoker Feature","prerequisiteList":[],"customFields":{"Overchannel":{"14":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Illusion Savant (Illusionist)_Illusionist","name":"Level 3: Illusion Savant (Illusionist)","description":"Choose two Wizard spells from the Illusion school, each of which must be no higher than level 2, and add them to your spellbook for free.\n\tIn addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Illus ion school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.\n\nSource:\tPlayer's Handbook (2024) p. 175","type":"Illusionist Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Improved Illusions (Illusionist)_Illusionist","name":"Level 3: Improved Illusions (Illusionist)","description":"You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet.\n\tYou also know the Minor Illusion cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. You can create both a sound and an image with a single casting of Minor Illusion, and you can cast it as a Bonus Action.\n\nSource:\tPlayer's Handbook (2024) p. 175","type":"Illusionist Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"6_Level 6: Phantasmal Creatures (Illusionist)_Illusionist","name":"Level 6: Phantasmal Creatures (Illusionist)","description":"You always have the Summon Beast and Summon Fey spells prepared. Whenever you cast either spell, you can change its school to Illusion, which causes the summoned creature to appear spectral. You can cast the Illusion version of each spell without expending a spell slot, but casting it without a slot halves the creature's Hit Points. Once you cast either spell without a spell slot, you must finish a Long Rest before you can cast the spell in that way again.\n\nSource:\tPlayer's Handbook (2024) p. 175","type":"Illusionist Feature","prerequisiteList":[],"customFields":{"Phantasmal Creatures":{"6":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Illusory Self (Illusionist)_Illusionist","name":"Level 10: Illusory Self (Illusionist)","description":"When a creature hits you with an attack roll, you can take a Reaction to interpose an illusory duplicate of yourself between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.\n\tOnce you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 175","type":"Illusionist Feature","prerequisiteList":[],"customFields":{"Illusory Self":{"10":1,"recovery":{"shortRest":"1","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"14_Level 14: Illusory Reality (Illusionist)_Illusionist","name":"Level 14: Illusory Reality (Illusionist)","description":"You have learned to weave shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a Bonus Action while the spell is ongoing. The object remains real for 1 minute, during which it can't deal damage or give any conditions. For example, you can create an illusion of a bridge over a chasm and then make it real and cross it.\n\nSource:\tPlayer's Handbook (2024) p. 175","type":"Illusionist Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Bladesong (Bladesinger)_Bladesinger","name":"Level 3: Bladesong (Bladesinger)","description":"As a Bonus Action, you invoke an elven magic called the Bladesong, provided you aren't wearing armor or using a Shield.\n\tThe Bladesong lasts for 1 minute and ends early if you have the Incapacitated condition, if you don armor or a Shield, or if you use two hands to make an attack with a weapon. You can dismiss the Bladesong at any time (no action required).\n\tWhile the Bladesong is active, you gain the following benefits. You can invoke the Bladesong a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You regain one expended use when you use Arcane Recovery.\n\nAgility. You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and your Speed increases by 10 feet. In addition, you have Advantage on Dexterity (Acrobatics) checks.\n\nBladework. Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity.\n\nFocus. When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the total.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Bladesinger Feature","prerequisiteList":[],"customFields":{"Bladesong":{"3":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Training in War and Song (Bladesinger)_Bladesinger","name":"Level 3: Training in War and Song (Bladesinger)","description":"You gain proficiency with all Melee Martial weapons that don't have the Two-Handed or Heavy property. You can use a Melee weapon with which you have proficiency as a Spellcasting Focus for your Wizard spells.\n\tYou also gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, or Persuasion.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Bladesinger Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Extra Attack (Bladesinger)_Bladesinger","name":"Level 6: Extra Attack (Bladesinger)","description":"You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Wizard cantrips that has a casting time of an action in place of one of those attacks.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Bladesinger Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"10_Level 10: Song of Defense (Bladesinger)_Bladesinger","name":"Level 10: Song of Defense (Bladesinger)","description":"When you take damage while your Bladesong is active, you can take a Reaction to expend one spell slot and reduce the damage taken by an amount equal to five times the spell slot's level.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Bladesinger Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"14_Level 14: Song of Victory (Bladesinger)_Bladesinger","name":"Level 14: Song of Victory (Bladesinger)","description":"After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Bladesinger Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"origin_alert","name":"Origin: Alert","description":"You gain the following benefits.\n\nInitiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.\n\nInitiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.\n\nSource:\tPlayer's Handbook (2024) p. 200","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"origin_crafter","name":"Origin: Crafter","description":"You gain the following benefits.\n\nTool Proficiency. You gain proficiency with three different Artisan's Tools of your choice from the Fast Crafting table.\n\nDiscount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.\n\nFast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.\n\nFast Crafting Table:\nArtisan's Tools | Crafted Gear\nCarpenter's Tools | Ladder, Torch\nLeatherworker's Tools | Crossbow Bolt Case, Map or Scroll Case, Pouch\nMason's Tools | Block and Tackle\nPotter's Tools | Jug, Lamp\nSmith's Tools | Ball Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot\nTinker's Tools | Bell, Shovel, Tinderbox\nWeaver's Tools | Basket, Rope, Net, Tent\nWoodcarver's Tools | Club, Greatclub, Quarterstaff\n\nSource:\tPlayer's Handbook (2024) p. 200","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"origin_healer","name":"Origin: Healer","description":"You gain the following benefits.\n\nBattle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.\n\nHealing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"origin_lucky","name":"Origin: Lucky","description":"You gain the following benefits.\n\nLuck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.\n\nAdvantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.\n\nDisadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"origin_magic_initiate","name":"Origin: Magic Initiate","description":"You gain the following benefits.\n\nTwo Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).\n\nLevel 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.\n\nSpell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.\n\nRepeatable. You can take this feat more than once, but you must choose a different spell list each time.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"origin_musician","name":"Origin: Musician","description":"You gain the following benefits.\n\nInstrument Training. You gain proficiency with three Musical Instruments of your choice.\n\nEncouraging Song. As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"origin_savage_attacker","name":"Origin: Savage Attacker","description":"You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"origin_skilled","name":"Origin: Skilled","description":"You gain proficiency in any combination of three skills or tools of your choice.\n\nRepeatable. You can take this feat more than once.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"origin_tavern_brawler","name":"Origin: Tavern Brawler","description":"You gain the following benefits.\n\nEnhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike.\n\nDamage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.\n\nImprovised Weaponry. You have proficiency with improvised weapons.\n\nPush. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"origin_tough","name":"Origin: Tough","description":"Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ability_score_improvement","name":"Ability Score Improvement","description":"Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can't increase an ability score above 20.\n\nRepeatable. You can take this feat more than once.\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"actor","name":"Actor","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Charisma score by 1, to a maximum of 20.\n\nImpersonation. While you're disguised as a real or fictional person, you have Advantage on Charisma (Deception or Performance) checks to convince others that you are that person.\n\nMimicry. You can mimic the sounds of other creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Cha 13+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"athlete_strength","name":"Athlete (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nClimb Speed. You gain a Climb Speed equal to your Speed.\n\nHop Up. When you have the Prone condition, you can right yourself with only 5 feet of movement.\n\nJumping. You can make a running Long or High Jump after moving only 5 feet.\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Strength or Dexterity 13+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"athlete_dexterity","name":"Athlete (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nClimb Speed. You gain a Climb Speed equal to your Speed.\n\nHop Up. When you have the Prone condition, you can right yourself with only 5 feet of movement.\n\nJumping. You can make a running Long or High Jump after moving only 5 feet.\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Strength or Dexterity 13+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"charger_strength","name":"Charger (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nImproved Dash. When you take the Dash action, your Speed increases by 10 feet for that action.\n\nCharge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects. gain a 1d8 bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Strength or Dexterity 13+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"charger_dexterity","name":"Charger (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nImproved Dash. When you take the Dash action, your Speed increases by 10 feet for that action.\n\nCharge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects. gain a 1d8 bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Strength or Dexterity 13+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"chef_constitution","name":"Chef (Constitution)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Constitution score by 1, to a maximum of 20.\n\nCook's Utensils. You gain proficiency with Cook's Utensils if you don't already have it.\n\nReplenishing Meal. As part of a Short Rest, you can cook special food if you have ingredients and Cook's Utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 plus your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra 1d8 Hit Points.\n\nBolstering Treats. With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook's Utensils on hand. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats to gain a number of Temporary Hit Points equal to your Proficiency Bonus.\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"chef_wisdom","name":"Chef (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1, to a maximum of 20.\n\nCook's Utensils. You gain proficiency with Cook's Utensils if you don't already have it.\n\nReplenishing Meal. As part of a Short Rest, you can cook special food if you have ingredients and Cook's Utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 plus your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra 1d8 Hit Points.\n\nBolstering Treats. With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook's Utensils on hand. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats to gain a number of Temporary Hit Points equal to your Proficiency Bonus.\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"crossbow_expert","name":"Crossbow Expert","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nIgnore Loading. You ignore the Loading property of the Hand Crossbow, Heavy Crossbow, and Light Crossbow (all called crossbows elsewhere in this feat). If you're holding one of them, you can load a piece of ammunition into it even if you lack a free hand.\n\nFiring in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with crossbows.\n\nDual Wielding. When you make the extra attack of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property and you aren't already adding that modifier to the damage.\n\nSource:\tPlayer's Handbook (2024) p. 203","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Dexterity 13+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"crusher_strength","name":"Crusher (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nPush. Once per turn, when you hit a creature with an attack that deals Bludgeoning damage, you can move it 5 feet to an unoccupied space if the target is no more than one size larger than you.\n\nEnhanced Critical. When you score a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 203","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"crusher_constitution","name":"Crusher (Constitution)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Constitution score by 1, to a maximum of 20.\n\nPush. Once per turn, when you hit a creature with an attack that deals Bludgeoning damage, you can move it 5 feet to an unoccupied space if the target is no more than one size larger than you.\n\nEnhanced Critical. When you score a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 203","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"defensive_duelist","name":"Defensive Duelist","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nParry. If you're holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus to your AC against melee attacks until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 203","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Dexterity 13+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"dual_wielder_strength","name":"Dual Wielder (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nEnhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.\n\nQuick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.\n\nSource:\tPlayer's Handbook (2024) p. 203","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Strength or Dexterity 13+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"dual_wielder_dexterity","name":"Dual Wielder (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nEnhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.\n\nQuick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.\n\nSource:\tPlayer's Handbook (2024) p. 203","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Strength or Dexterity 13+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"durable","name":"Durable","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Constitution score by 1, to a maximum of 20.\n\nDefy Death. You have Advantage on Death Saving Throws.\n\nSpeedy Recovery. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.\n\nSource:\tPlayer's Handbook (2024) p. 203","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"elemental_adept_intelligence","name":"Elemental Adept (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence score by 1. to a maximum of 20.\n\nEnergy Mastery. Choose one of the following damage types. Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\n\nRepeatable. You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery.\n\nSource:\tPlayer's Handbook (2024) p. 203","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Spellcasting or Pact Magic Feature"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"elemental_adept_wisdom","name":"Elemental Adept (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1. to a maximum of 20.\n\nEnergy Mastery. Choose one of the following damage types. Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\n\nRepeatable. You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery.\n\nSource:\tPlayer's Handbook (2024) p. 203","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Spellcasting or Pact Magic Feature"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"elemental_adept_charisma","name":"Elemental Adept (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Charisma score by 1. to a maximum of 20.\n\nEnergy Mastery. Choose one of the following damage types. Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\n\nRepeatable. You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery.\n\nSource:\tPlayer's Handbook (2024) p. 203","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Spellcasting or Pact Magic Feature"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"feytouched_intelligence","name":"Fey-Touched (Intelligence)","description":"Your exposure to the Feywild's magic grants you the following benefits.\n\nAbility Score Increase. Increase your Intelligence score by 1, to a maximum of 20.\n\nFey Magic. Choose one level 1 spell from the Divination or Enchantment school of magic. You always have that spell and the Misty Step spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is Intelligence.\n\nSource:\tPlayer's Handbook (2024) p. 204","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"feytouched_wisdom","name":"Fey-Touched (Wisdom)","description":"Your exposure to the Feywild's magic grants you the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1, to a maximum of 20.\n\nFey Magic. Choose one level 1 spell from the Divination or Enchantment school of magic. You always have that spell and the Misty Step spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is Wisdom.\n\nSource:\tPlayer's Handbook (2024) p. 204","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"feytouched_charisma","name":"Fey-Touched (Charisma)","description":"Your exposure to the Feywild's magic grants you the following benefits.\n\nAbility Score Increase. Increase your Charisma score by 1, to a maximum of 20.\n\nFey Magic. Choose one level 1 spell from the Divination or Enchantment school of magic. You always have that spell and the Misty Step spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is Charisma.\n\nSource:\tPlayer's Handbook (2024) p. 204","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"grappler_strength","name":"Grappler (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nPunch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.\n\nAttack Advantage. You have Advantage on attack rolls against a creature Grappled by you.\n\nFast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.\n\nSource:\tPlayer's Handbook (2024) p. 204","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Strength or Dexterity 13+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"grappler_dexterity","name":"Grappler (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nPunch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.\n\nAttack Advantage. You have Advantage on attack rolls against a creature Grappled by you.\n\nFast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.\n\nSource:\tPlayer's Handbook (2024) p. 204","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Strength or Dexterity 13+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"great_weapon_master","name":"Great Weapon Master","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nHeavy Weapon Mastery. When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.\n\nHew. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.\n\nSource:\tPlayer's Handbook (2024) p. 204","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Strength 13+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"heavily_armored_constitution","name":"Heavily Armored (Constitution)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Constitution score by 1, to a maximum of 20.\n\nArmor Training. You gain training with Heavy armor.\n\nSource:\tPlayer's Handbook (2024) p. 204","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Medium Armor Training"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"heavily_armored_strength","name":"Heavily Armored (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nArmor Training. You gain training with Heavy armor.\n\nSource:\tPlayer's Handbook (2024) p. 204","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Medium Armor Training"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"heavy_armor_master_constitution","name":"Heavy Armor Master (Constitution)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Constitution score by 1, to a maximum of 20.\n\nDamage Reduction. When you're hit by an attack while you're wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.\n\nSource:\tPlayer's Handbook (2024) p. 204","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Heavy Armor Training"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"heavy_armor_master_strength","name":"Heavy Armor Master (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nDamage Reduction. When you're hit by an attack while you're wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.\n\nSource:\tPlayer's Handbook (2024) p. 204","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Heavy Armor Training"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"inspiring_leader_wisdom","name":"Inspiring Leader (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1, to a maximum of 20.\n\nBolstering Performance. When you finish a Short or Long Rest, you can give an inspiring performance. a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet of yourself who witness the performance. The chosen creatures each gain Temporary Hit Points equal to your character level plus your Wisdom modifier.\n\nSource:\tPlayer's Handbook (2024) p. 204","type":"Feat","prerequisiteList":[{"name":"Level 4+ Wisdom or Charisma 13+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"inspiring_leader_charisma","name":"Inspiring Leader (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Charisma score by 1, to a maximum of 20.\n\nBolstering Performance. When you finish a Short or Long Rest, you can give an inspiring performance. a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet of yourself who witness the performance. The chosen creatures each gain Temporary Hit Points equal to your character level plus your Charisma modifier.\n\nSource:\tPlayer's Handbook (2024) p. 204","type":"Feat","prerequisiteList":[{"name":"Level 4+ Wisdom or Charisma 13+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"keen_mind","name":"Keen Mind","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence score by 1, to a maximum of 20.\n\nLore Knowledge. Choose one of the following skills. Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.\n\nQuick Study. You can take the Study action as a Bonus Action.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Intelligence 13+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"lightly_armored_strength","name":"Lightly Armored (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nArmor Training. You gain training with Light armor and Shields.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"lightly_armored_dexterity","name":"Lightly Armored (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nArmor Training. You gain training with Light armor and Shields.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mage_slayer_strength","name":"Mage Slayer (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nConcentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.\n\nGuarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mage_slayer_dexterity","name":"Mage Slayer (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nConcentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.\n\nGuarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"martial_weapon_training_strength","name":"Martial Weapon Training (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nWeapon Proficiency. You gain proficiency with Martial Weapons.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"martial_weapon_training_dexterity","name":"Martial Weapon Training (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nWeapon Proficiency. You gain proficiency with Martial Weapons.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"medium_armor_master_strength","name":"Medium Armor Master (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nDexterous Wearer. While you're wearing Medium armor, you can add 3, rather than 2 to your AC if you have a Dexterity score of 16 or higher.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Medium Armor Training"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"medium_armor_master_dexterity","name":"Medium Armor Master (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nDexterous Wearer. While you're wearing Medium armor, you can add 3, rather than 2 to your AC if you have a Dexterity score of 16 or higher.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Medium Armor Training"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"moderately_armored_strength","name":"Moderately Armored (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nArmor Training. You gain training with Medium armor.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Light Armor Training"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"moderately_armored_dexterity","name":"Moderately Armored (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nArmor Training. You gain training with Medium armor.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Light Armor Training"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mounted_combatant_strength","name":"Mounted Combatant (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1. to a maximum of 20.\n\nMounted Strike. While mounted, you have Advantage on attack rolls against any unmounted creature within 5 feet of your mount that is at least one size smaller than the mount.\n\nLeap Aside. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can have the Incapacitated condition.\n\nVeer. While mounted, you can force an attack that hits your mount to hit you instead if you don't have the Incapacitated condition.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mounted_combatant_dexterity","name":"Mounted Combatant (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1. to a maximum of 20.\n\nMounted Strike. While mounted, you have Advantage on attack rolls against any unmounted creature within 5 feet of your mount that is at least one size smaller than the mount.\n\nLeap Aside. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can have the Incapacitated condition.\n\nVeer. While mounted, you can force an attack that hits your mount to hit you instead if you don't have the Incapacitated condition.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mounted_combatant_wisdom","name":"Mounted Combatant (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1. to a maximum of 20.\n\nMounted Strike. While mounted, you have Advantage on attack rolls against any unmounted creature within 5 feet of your mount that is at least one size smaller than the mount.\n\nLeap Aside. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can have the Incapacitated condition.\n\nVeer. While mounted, you can force an attack that hits your mount to hit you instead if you don't have the Incapacitated condition.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"observant_intelligence","name":"Observant (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence score by 1, to a maximum of 20.\n\nKeen Observer. Choose one of the following skills. Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.\n\nQuick Search. You can take the Search action as a Bonus Action.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+ Intelligence or Wisdom 13+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"observant_wisdom","name":"Observant (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1, to a maximum of 20.\n\nKeen Observer. Choose one of the following skills. Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.\n\nQuick Search. You can take the Search action as a Bonus Action.\n\nSource:\tPlayer's Handbook (2024) p. 205","type":"Feat","prerequisiteList":[{"name":"Level 4+ Intelligence or Wisdom 13+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"piercer_strength","name":"Piercer (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength by 1, to a maximum of 20.\n\nPuncture. Once per turn, when you hit a creature with an attack that deals Piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.\n\nEnhanced Critical. When you score a Critical Hit that deals Piercing damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"piercer_dexterity","name":"Piercer (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity by 1, to a maximum of 20.\n\nPuncture. Once per turn, when you hit a creature with an attack that deals Piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.\n\nEnhanced Critical. When you score a Critical Hit that deals Piercing damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"poisoner_dexterity","name":"Poisoner (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nPotent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.\n\nBrew Poison. You gain proficiency with the Poisoner's Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"poisoner_intelligence","name":"Poisoner (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence score by 1, to a maximum of 20.\n\nPotent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.\n\nBrew Poison. You gain proficiency with the Poisoner's Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus your Intelligence modifier and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"polearm_master_dexterity","name":"Polearm Master (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nPole Strike. Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon's damage die for this attack is a d4.\n\nReactive Strike. While you're holding a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Strength or Dexterity 13+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"polearm_master_strength","name":"Polearm Master (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nPole Strike. Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon's damage die for this attack is a d4.\n\nReactive Strike. While you're holding a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Strength or Dexterity 13+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"resilient_strength","name":"Resilient (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Choose one ability in which you lack saving throw proficiency. Increase your Strength score by 1. to a maximum of 20.\n\nSaving Throw Proficiency. You gain saving throw proficiency with Strength.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"resilient_dexterity","name":"Resilient (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Choose one ability in which you lack saving throw proficiency. Increase your Dexterity score by 1. to a maximum of 20.\n\nSaving Throw Proficiency. You gain saving throw proficiency with Dexterity.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"resilient_constitution","name":"Resilient (Constitution)","description":"You gain the following benefits.\n\nAbility Score Increase. Choose one ability in which you lack saving throw proficiency. Increase your Constitution score by 1. to a maximum of 20.\n\nSaving Throw Proficiency. You gain saving throw proficiency with Constitution.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"resilient_wisdom","name":"Resilient (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Choose one ability in which you lack saving throw proficiency. Increase your Wisdom score by 1. to a maximum of 20.\n\nSaving Throw Proficiency. You gain saving throw proficiency with Wisdom.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"resilient_intelligence","name":"Resilient (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Choose one ability in which you lack saving throw proficiency. Increase your Intelligence score by 1. to a maximum of 20.\n\nSaving Throw Proficiency. You gain saving throw proficiency with Intelligence.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"resilient_charisma","name":"Resilient (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Choose one ability in which you lack saving throw proficiency. Increase your Charisma score by 1. to a maximum of 20.\n\nSaving Throw Proficiency. You gain saving throw proficiency with Charisma.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ritual_caster_intelligence","name":"Ritual Caster (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence score by 1, to a maximum of 20.\n\nRitual Spells. Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell slots you have. The spells' spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the Ritual tag to the spells always prepared with this feature.\n\nQuick Ritual. With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn't require a spell slot. Once you cast the spell in this way, you can't use this benefit again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Intelligence"},{"name":"Wisdom"},{"name":"or Charisma 13+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ritual_caster_wisdom","name":"Ritual Caster (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1, to a maximum of 20.\n\nRitual Spells. Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell slots you have. The spells' spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the Ritual tag to the spells always prepared with this feature.\n\nQuick Ritual. With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn't require a spell slot. Once you cast the spell in this way, you can't use this benefit again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Intelligence"},{"name":"Wisdom"},{"name":"or Charisma 13+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ritual_caster_charisma","name":"Ritual Caster (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Charisma score by 1, to a maximum of 20.\n\nRitual Spells. Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell slots you have. The spells' spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the Ritual tag to the spells always prepared with this feature.\n\nQuick Ritual. With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn't require a spell slot. Once you cast the spell in this way, you can't use this benefit again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 206","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Intelligence"},{"name":"Wisdom"},{"name":"or Charisma 13+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"sentinel_strength","name":"Sentinel (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nGuardian. Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.\n\nHalt. When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the current turn.\n\nSource:\tPlayer's Handbook (2024) p. 207","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Strength or Dexterity 13+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"sentinel_dexterity","name":"Sentinel (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nGuardian. Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.\n\nHalt. When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the current turn.\n\nSource:\tPlayer's Handbook (2024) p. 207","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Strength or Dexterity 13+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"shadowtouched_intelligence","name":"Shadow-Touched (Intelligence)","description":"Your exposure to the Shadowfell's magic grants you the following benefits.\n\nAbility Score Increase. Increase your Intelligence score by 1, to a maximum of 20.\n\nShadow Magic. Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is Intelligence.\n\nSource:\tPlayer's Handbook (2024) p. 207","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"shadowtouched_wisdom","name":"Shadow-Touched (Wisdom)","description":"Your exposure to the Shadowfell's magic grants you the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1, to a maximum of 20.\n\nShadow Magic. Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is Wisdom.\n\nSource:\tPlayer's Handbook (2024) p. 207","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"shadowtouched_charisma","name":"Shadow-Touched (Charisma)","description":"Your exposure to the Shadowfell's magic grants you the following benefits.\n\nAbility Score Increase. Increase your Charisma score by 1, to a maximum of 20.\n\nShadow Magic. Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is Charisma.\n\nSource:\tPlayer's Handbook (2024) p. 207","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"sharpshooter","name":"Sharpshooter","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nBypass Cover. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.\n\nFiring in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons.\n\nLong Shots. Attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged weapons.\n\nSource:\tPlayer's Handbook (2024) p. 207","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Dexterity 13+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"shield_master","name":"Shield Master","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1. to a maximum of 20.\n\nShield Bash. If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice). You can use this benefit only once on each of your turns.\n\nInterpose Shield. If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield.\n\nSource:\tPlayer's Handbook (2024) p. 207","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Shield Training"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"skill_expert_strength","name":"Skill Expert (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1. to a maximum of 20.\n\nSkill Proficiency. You gain proficiency in one skill of your choice.\n\nExpertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.\n\nSource:\tPlayer's Handbook (2024) p. 207","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"skill_expert_dexterity","name":"Skill Expert (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1. to a maximum of 20.\n\nSkill Proficiency. You gain proficiency in one skill of your choice.\n\nExpertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.\n\nSource:\tPlayer's Handbook (2024) p. 207","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"skill_expert_constitution","name":"Skill Expert (Constitution)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Constitution score by 1. to a maximum of 20.\n\nSkill Proficiency. You gain proficiency in one skill of your choice.\n\nExpertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.\n\nSource:\tPlayer's Handbook (2024) p. 207","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"skill_expert_wisdom","name":"Skill Expert (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1. to a maximum of 20.\n\nSkill Proficiency. You gain proficiency in one skill of your choice.\n\nExpertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.\n\nSource:\tPlayer's Handbook (2024) p. 207","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"skill_expert_intelligence","name":"Skill Expert (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence score by 1. to a maximum of 20.\n\nSkill Proficiency. You gain proficiency in one skill of your choice.\n\nExpertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.\n\nSource:\tPlayer's Handbook (2024) p. 207","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"skill_expert_charisma","name":"Skill Expert (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Charisma score by 1. to a maximum of 20.\n\nSkill Proficiency. You gain proficiency in one skill of your choice.\n\nExpertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.\n\nSource:\tPlayer's Handbook (2024) p. 207","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"skulker","name":"Skulker","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nBlindsight. You have Blindsight with a range of 10 feet.\n\nFog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat.\n\nSniper. If you make an attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location.\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Dexterity 13+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"slasher_strength","name":"Slasher (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nHamstring. Once per turn when you hit a creature with an attack that deals Slashing damage, you can reduce the Speed of that creature by 10 feet until the start of your next turn.\n\nEnhanced Critical. When you score a Critical Hit that deals Slashing damage to a creature, it has Disadvantage on attack rolls until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"slasher_dexterity","name":"Slasher (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nHamstring. Once per turn when you hit a creature with an attack that deals Slashing damage, you can reduce the Speed of that creature by 10 feet until the start of your next turn.\n\nEnhanced Critical. When you score a Critical Hit that deals Slashing damage to a creature, it has Disadvantage on attack rolls until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"speedy_dexterity","name":"Speedy (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nSpeed Increase. Your Speed increases by 10 feet.\n\nDash over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.\n\nAgile Movement. Opportunity Attacks have Disadvantage against you.\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+ Dexterity or Constitution 13+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"speedy_constitution","name":"Speedy (Constitution)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Constitution score by 1, to a maximum of 20.\n\nSpeed Increase. Your Speed increases by 10 feet.\n\nDash over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.\n\nAgile Movement. Opportunity Attacks have Disadvantage against you.\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+ Dexterity or Constitution 13+"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"spell_sniper_intelligence","name":"Spell Sniper (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence score by 1, to a maximum of 20.\n\nBypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.\n\nCasting in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells.\n\nIncreased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet.\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Spellcasting or Pact Magic Feature"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"spell_sniper_wisdom","name":"Spell Sniper (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1, to a maximum of 20.\n\nBypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.\n\nCasting in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells.\n\nIncreased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet.\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Spellcasting or Pact Magic Feature"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"spell_sniper_charisma","name":"Spell Sniper (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Charisma score by 1, to a maximum of 20.\n\nBypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.\n\nCasting in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells.\n\nIncreased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet.\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Spellcasting or Pact Magic Feature"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"telekinetic_intelligence","name":"Telekinetic (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence score by 1, to a maximum of 20.\n\nMinor Telekinesis. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30 feet when you cast it. The spell's spellcasting ability is the ability increased by this feat.\n\nTelekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus Intelligence modifier and your Proficiency Bonus) or be moved 5 feet toward or away from you.\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"telekinetic_wisdom","name":"Telekinetic (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1, to a maximum of 20.\n\nMinor Telekinesis. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30 feet when you cast it. The spell's spellcasting ability is the ability increased by this feat.\n\nTelekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus Wisdom modifier and your Proficiency Bonus) or be moved 5 feet toward or away from you.\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"telekinetic_charisma","name":"Telekinetic (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Charisma score by 1, to a maximum of 20.\n\nMinor Telekinesis. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30 feet when you cast it. The spell's spellcasting ability is the ability increased by this feat.\n\nTelekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus Charisma modifier and your Proficiency Bonus) or be moved 5 feet toward or away from you.\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"telepathic_intelligence","name":"Telepathic (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence score by 1, to a maximum of 20.\n\nTelepathic Utterance. You can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.\n\nDetect Thoughts. You always have the Detect Thoughts spell prepared. You can cast it without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is Intelligence\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"telepathic_wisdom","name":"Telepathic (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1, to a maximum of 20.\n\nTelepathic Utterance. You can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.\n\nDetect Thoughts. You always have the Detect Thoughts spell prepared. You can cast it without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is Wisdom\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"telepathic_charisma","name":"Telepathic (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Charisma score by 1, to a maximum of 20.\n\nTelepathic Utterance. You can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.\n\nDetect Thoughts. You always have the Detect Thoughts spell prepared. You can cast it without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is Charisma\n\nSource:\tPlayer's Handbook (2024) p. 208","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"war_caster_intelligence","name":"War Caster (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence score by 1, to a maximum of 20.\n\nConcentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.\n\nReactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.\n\nSomatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.\n\nSource:\tPlayer's Handbook (2024) p. 209","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Spellcasting or Pact Magic Feature"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"war_caster_wisdom","name":"War Caster (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1, to a maximum of 20.\n\nConcentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.\n\nReactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.\n\nSomatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.\n\nSource:\tPlayer's Handbook (2024) p. 209","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Spellcasting or Pact Magic Feature"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"war_caster_charisma","name":"War Caster (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Charisma score by 1, to a maximum of 20.\n\nConcentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.\n\nReactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.\n\nSomatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.\n\nSource:\tPlayer's Handbook (2024) p. 209","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Spellcasting or Pact Magic Feature"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"weapon_master_strength","name":"Weapon Master (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 20.\n\nMastery Property. Your training with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.\n\nSource:\tPlayer's Handbook (2024) p. 209","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"weapon_master_dexterity","name":"Weapon Master (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nMastery Property. Your training with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.\n\nSource:\tPlayer's Handbook (2024) p. 209","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"fighting_style_archery","name":"Fighting Style: Archery","description":"You gain a +2 bonus to attack rolls you make with Ranged weapons.\n\nSource:\tPlayer's Handbook (2024) p. 209","type":"Feat","prerequisiteList":[{"name":"Fighting Style Feature"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"fighting_style_blessed_warrior","name":"Fighting Style: Blessed Warrior","description":"You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.\n\nSource:\tPlayer's Handbook (2024) p. 110","type":"Feat","prerequisiteList":[{"name":"Paladin Class"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"fighting_style_blind_fighting","name":"Fighting Style: Blind Fighting","description":"You have Blindsight with a range of 10 feet.\n\nSource:\tPlayer's Handbook (2024) p. 209","type":"Feat","prerequisiteList":[{"name":"Fighting Style Feature"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"fighting_style_defense","name":"Fighting Style: Defense","description":"While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.\n\nSource:\tPlayer's Handbook (2024) p. 209","type":"Feat","prerequisiteList":[{"name":"Fighting Style Feature"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"fighting_style_dueling","name":"Fighting Style: Dueling","description":"When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nSource:\tPlayer's Handbook (2024) p. 209","type":"Feat","prerequisiteList":[{"name":"Fighting Style Feature"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"fighting_style_great_weapon_fighting","name":"Fighting Style: Great Weapon Fighting","description":"When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.\n\nSource:\tPlayer's Handbook (2024) p. 209","type":"Feat","prerequisiteList":[{"name":"Fighting Style Feature"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"fighting_style_interception","name":"Fighting Style: Interception","description":"When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.\n\nSource:\tPlayer's Handbook (2024) p. 209","type":"Feat","prerequisiteList":[{"name":"Fighting Style Feature"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"fighting_style_protection","name":"Fighting Style: Protection","description":"When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.\n\nSource:\tPlayer's Handbook (2024) p. 209","type":"Feat","prerequisiteList":[{"name":"Fighting Style Feature"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"fighting_style_thrown_weapon_fighting","name":"Fighting Style: Thrown Weapon Fighting","description":"When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.\n\nSource:\tPlayer's Handbook (2024) p. 210","type":"Feat","prerequisiteList":[{"name":"Fighting Style Feature"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"fighting_style_twoweapon_fighting","name":"Fighting Style: Two-Weapon Fighting","description":"When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.\n\nSource:\tPlayer's Handbook (2024) p. 210","type":"Feat","prerequisiteList":[{"name":"Fighting Style Feature"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"fighting_style_unarmed_fighting","name":"Fighting Style: Unarmed Fighting","description":"When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.\n\tAt the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.\n\nSource:\tPlayer's Handbook (2024) p. 210","type":"Feat","prerequisiteList":[{"name":"Fighting Style Feature"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_combat_prowess","name":"Boon of Combat Prowess","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nPeerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 210","type":"Feat","prerequisiteList":[{"name":"Level 19"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_dimensional_travel","name":"Boon of Dimensional Travel","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nBlink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see.\n\nSource:\tPlayer's Handbook (2024) p. 210","type":"Feat","prerequisiteList":[{"name":"Level 19"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"boon_of_energy_resistance","name":"Boon of Energy Resistance","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nEnergy Resistances. You gain Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices.\n\nEnergy Redirection. When you take damage of one of the types chosen for the Energy Resistances benefit, you can take a Reaction to direct damage of the same type toward another creature you can see within 60 feet of yourself that isn't behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take damage equal to 2d12 plus your Constitution modifier.\n\nSource:\tPlayer's Handbook (2024) p. 210","type":"Feat","prerequisiteList":[{"name":"Level 19"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"boon_of_fate","name":"Boon of Fate","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nImprove Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 210","type":"Feat","prerequisiteList":[{"name":"Level 19"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_fortitude","name":"Boon of Fortitude","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nFortified Health. Your Hit Point maximum increases by 40. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution modifier. Once you've regained these additional Hit Points, you can't do so again until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 210","type":"Feat","prerequisiteList":[{"name":"Level 19"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_irresistible_offense_strength","name":"Boon of Irresistible Offense (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength score by 1, to a maximum of 30.\n\nOvercome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance.\n\nOverwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to your Strength. The extra damage's type is the same as the attack's type.\n\nSource:\tPlayer's Handbook (2024) p. 211","type":"Feat","prerequisiteList":[{"name":"Level 19"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_irresistible_offense_dexterity","name":"Boon of Irresistible Offense (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 30.\n\nOvercome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance.\n\nOverwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to your Dexterity. The extra damage's type is the same as the attack's type.\n\nSource:\tPlayer's Handbook (2024) p. 211","type":"Feat","prerequisiteList":[{"name":"Level 19"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_recovery","name":"Boon of Recovery","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nLast Stand. When you would be reduced to 0 Hit Points, you can drop to 1 Hit Point instead and regain a number of Hit Points equal to half your Hit Point maximum. Once you use this benefit, you can't use it again until you finish a Long Rest.\n\nRecover Vitality. You have a pool of ten d10s. As a Bonus Action, you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll's total. You regain all the expended dice when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 211","type":"Feat","prerequisiteList":[{"name":"Level 19"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"boon_of_skill","name":"Boon of Skill","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nAll-Around Adept. You gain proficiency in all skills.\n\nExpertise. Choose one skill in which you lack Expertise. You gain Expertise in that skill.\n\nSource:\tPlayer's Handbook (2024) p. 211","type":"Feat","prerequisiteList":[{"name":"Level 19"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_speed","name":"Boon of Speed","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nEscape Artist. As a Bonus Action, you can take the Disengage action, which also ends the Grappled condition on you.\n\nQuickness. Your Speed increases by 30 feet.\n\nSource:\tPlayer's Handbook (2024) p. 211","type":"Feat","prerequisiteList":[{"name":"Level 19"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"boon_of_spell_recall_intelligence","name":"Boon of Spell Recall (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence score by 1, to a maximum of 30.\n\nFree Casting. Whenever you cast a spell with a level 1-4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended.\n\nSource:\tPlayer's Handbook (2024) p. 211","type":"Feat","prerequisiteList":[{"name":"Level 19"},{"name":"Spellcasting or Pact Magic Feature"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_spell_recall_wisdom","name":"Boon of Spell Recall (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Wisdom score by 1, to a maximum of 30.\n\nFree Casting. Whenever you cast a spell with a level 1-4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended.\n\nSource:\tPlayer's Handbook (2024) p. 211","type":"Feat","prerequisiteList":[{"name":"Level 19"},{"name":"Spellcasting or Pact Magic Feature"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_spell_recall_charisma","name":"Boon of Spell Recall (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Charisma score by 1, to a maximum of 30.\n\nFree Casting. Whenever you cast a spell with a level 1-4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended.\n\nSource:\tPlayer's Handbook (2024) p. 211","type":"Feat","prerequisiteList":[{"name":"Level 19"},{"name":"Spellcasting or Pact Magic Feature"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_the_night_spirit","name":"Boon of the Night Spirit","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nMerge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.\n\nShadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.\n\nSource:\tPlayer's Handbook (2024) p. 211","type":"Feat","prerequisiteList":[{"name":"Level 19"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"boon_of_truesight","name":"Boon of Truesight","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nTruesight. You have Truesight with a range of 60 feet.\n\nSource:\tPlayer's Handbook (2024) p. 211","type":"Feat","prerequisiteList":[{"name":"Level 19"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"origin_tireless_reveler","name":"Origin: Tireless Reveler","description":"When an ally you can see within 60 feet of yourself expends Heroic Inspiration, you can gain Heroic Inspiration if you lack it. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"origin_vampire_hunter","name":"Origin: Vampire Hunter","description":"You gain the following benefits.\n\nAdroit Escape. You have Advantage on checks to escape from nonmagical restraints or the Grappled condition.\n\nVitality Ward. When you take Necrotic damage, you can take a Reaction to mitigate the damage. Roll a number of d6s equal to your Proficiency Bonus, and add them together. Reduce the Necrotic damage you take by this total. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"origin_vampires_plaything","name":"Origin: Vampire's Plaything","description":"You gain the following benefits.\n\nDecanting. When you finish a Long Rest, you can create one Potion of Healing or an Antitoxin, as long as you have an empty vial or flask. These liquids evaporate when you finish another Long Rest.\n\nTimely Retreat. You can take a Bonus Action to take the Dash action or the Disengage action. You can use this benefit a number of times equal to your Proficiency Bonus, and you recover all expended uses when you finish a Long Rest.\n\nVampiric Connection. The DM determines the fate of your former vampire master. While you and your former vampire master are on the same plane of existence, the vampire can communicate with you telepathically, and you can choose to allow the vampire to perceive through your senses.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"bloodlust_constitution","name":"Bloodlust (Constitution)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.\n\nPowerful Recovery. When you roll a Hit Point Die to regain Hit Points, you can treat any roll of 1 or 2 as a 3.\n\nSanguine Feast. Once per turn when you hit a Bloodied creature that isn't a Construct or Undead with an attack roll, you can expend a Hit Point Die, roll it, and regain a number of Hit Points equal to the number rolled plus your Constitution modifier.\n\nYou can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"bloodlust_dexterity","name":"Bloodlust (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.\n\nPowerful Recovery. When you roll a Hit Point Die to regain Hit Points, you can treat any roll of 1 or 2 as a 3.\n\nSanguine Feast. Once per turn when you hit a Bloodied creature that isn't a Construct or Undead with an attack roll, you can expend a Hit Point Die, roll it, and regain a number of Hit Points equal to the number rolled plus your Constitution modifier.\n\nYou can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"bloodlust_strength","name":"Bloodlust (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.\n\nPowerful Recovery. When you roll a Hit Point Die to regain Hit Points, you can treat any roll of 1 or 2 as a 3.\n\nSanguine Feast. Once per turn when you hit a Bloodied creature that isn't a Construct or Undead with an attack roll, you can expend a Hit Point Die, roll it, and regain a number of Hit Points equal to the number rolled plus your Constitution modifier.\n\nYou can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"bomber","name":"Bomber","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity score by 1, to a maximum of 20.\n\nFar Lobber. When you use the Attack action to throw a vial or flask, you can target an object or creature you can see within 40 feet of yourself.\n\nLong Shots. Attacking at long range doesn't impose Disadvantage on your attack rolls with Thrown weapons.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"cloying_mists_intelligence","name":"Cloying Mists (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n\nArise, Fog. You always have the Fog Cloud spell prepared. You can cast it without a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.\n\nGrasping Mist. Whenever you cast Fog Cloud, nonmagical flames in the spell's Sphere are extinguished, and creatures other than you and your allies have their Speed reduced by 5 feet while in the spell's Sphere.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"cloying_mists_wisdom","name":"Cloying Mists (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n\nArise, Fog. You always have the Fog Cloud spell prepared. You can cast it without a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.\n\nGrasping Mist. Whenever you cast Fog Cloud, nonmagical flames in the spell's Sphere are extinguished, and creatures other than you and your allies have their Speed reduced by 5 feet while in the spell's Sphere.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"cloying_mists_charisma","name":"Cloying Mists (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n\nArise, Fog. You always have the Fog Cloud spell prepared. You can cast it without a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.\n\nGrasping Mist. Whenever you cast Fog Cloud, nonmagical flames in the spell's Sphere are extinguished, and creatures other than you and your allies have their Speed reduced by 5 feet while in the spell's Sphere.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"delicious_pain_strength","name":"Delicious Pain (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nToughened Flesh. Immediately after you take Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to gain Resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"delicious_pain_dexterity","name":"Delicious Pain (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nToughened Flesh. Immediately after you take Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to gain Resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"delicious_pain_constitution","name":"Delicious Pain (Constitution)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nToughened Flesh. Immediately after you take Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to gain Resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"delicious_pain_intelligence","name":"Delicious Pain (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nToughened Flesh. Immediately after you take Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to gain Resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"delicious_pain_wisdom","name":"Delicious Pain (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nToughened Flesh. Immediately after you take Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to gain Resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"delicious_pain_charisma","name":"Delicious Pain (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nToughened Flesh. Immediately after you take Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to gain Resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"light_bringer_intelligence","name":"Light Bringer (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n\nSacred Magic. You learn the Light spell and can cast it without Material components. If you already know that cantrip, you learn a different Cleric cantrip of your choice. The spell's spellcasting ability is the ability increased by this feat.\n\nSolar Luminance. When you cast Light, you can have the light from the spell be sunlight. Once you use this benefit, you can't use it again until you finish a Long Rest.\n\nSun's Healing. As a Bonus Action while within sunlight, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"light_bringer_wisdom","name":"Light Bringer (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n\nSacred Magic. You learn the Light spell and can cast it without Material components. If you already know that cantrip, you learn a different Cleric cantrip of your choice. The spell's spellcasting ability is the ability increased by this feat.\n\nSolar Luminance. When you cast Light, you can have the light from the spell be sunlight. Once you use this benefit, you can't use it again until you finish a Long Rest.\n\nSun's Healing. As a Bonus Action while within sunlight, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"light_bringer_charisma","name":"Light Bringer (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n\nSacred Magic. You learn the Light spell and can cast it without Material components. If you already know that cantrip, you learn a different Cleric cantrip of your choice. The spell's spellcasting ability is the ability increased by this feat.\n\nSolar Luminance. When you cast Light, you can have the light from the spell be sunlight. Once you use this benefit, you can't use it again until you finish a Long Rest.\n\nSun's Healing. As a Bonus Action while within sunlight, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"love_bites_strength","name":"Love Bites (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nEndearing Pain. Immediately after you damage a creature with a Melee weapon or an Unarmed Strike, you can take a Bonus Action to give the target the Charmed condition until the start of your next turn or until you or your allies damage it. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"love_bites_dexterity","name":"Love Bites (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nEndearing Pain. Immediately after you damage a creature with a Melee weapon or an Unarmed Strike, you can take a Bonus Action to give the target the Charmed condition until the start of your next turn or until you or your allies damage it. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"love_bites_constitution","name":"Love Bites (Constitution)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nEndearing Pain. Immediately after you damage a creature with a Melee weapon or an Unarmed Strike, you can take a Bonus Action to give the target the Charmed condition until the start of your next turn or until you or your allies damage it. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"love_bites_intelligence","name":"Love Bites (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nEndearing Pain. Immediately after you damage a creature with a Melee weapon or an Unarmed Strike, you can take a Bonus Action to give the target the Charmed condition until the start of your next turn or until you or your allies damage it. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"love_bites_wisdom","name":"Love Bites (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nEndearing Pain. Immediately after you damage a creature with a Melee weapon or an Unarmed Strike, you can take a Bonus Action to give the target the Charmed condition until the start of your next turn or until you or your allies damage it. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"love_bites_charisma","name":"Love Bites (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nEndearing Pain. Immediately after you damage a creature with a Melee weapon or an Unarmed Strike, you can take a Bonus Action to give the target the Charmed condition until the start of your next turn or until you or your allies damage it. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"putrefy_strength","name":"Putrefy (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nNecrosis. When you make a damage roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"putrefy_dexterity","name":"Putrefy (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nNecrosis. When you make a damage roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"putrefy_constitution","name":"Putrefy (Constitution)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nNecrosis. When you make a damage roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"putrefy_intelligence","name":"Putrefy (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nNecrosis. When you make a damage roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"putrefy_wisdom","name":"Putrefy (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nNecrosis. When you make a damage roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"putrefy_charisma","name":"Putrefy (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nNecrosis. When you make a damage roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"rebuke_strength","name":"Rebuke (Strength)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nRadiant Strike. When you make a damage roll that deals Radiant damage, you can cause one Huge or smaller creature taking the damage to have the Prone condition. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"rebuke_constitution","name":"Rebuke (Constitution)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nRadiant Strike. When you make a damage roll that deals Radiant damage, you can cause one Huge or smaller creature taking the damage to have the Prone condition. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"rebuke_dexterity","name":"Rebuke (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nRadiant Strike. When you make a damage roll that deals Radiant damage, you can cause one Huge or smaller creature taking the damage to have the Prone condition. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"rebuke_intelligence","name":"Rebuke (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nRadiant Strike. When you make a damage roll that deals Radiant damage, you can cause one Huge or smaller creature taking the damage to have the Prone condition. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"rebuke_wisdom","name":"Rebuke (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nRadiant Strike. When you make a damage roll that deals Radiant damage, you can cause one Huge or smaller creature taking the damage to have the Prone condition. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"rebuke_charisma","name":"Rebuke (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.\n\nRadiant Strike. When you make a damage roll that deals Radiant damage, you can cause one Huge or smaller creature taking the damage to have the Prone condition. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"treacherous_allure_intelligence","name":"Treacherous Allure (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n\nEnchanting Presence. You always have the Charm Person spell prepared. You can cast it without a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.\n\nInevitable Betrayal. You have Advantage on attack rolls against creatures with the Charmed condition.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"treacherous_allure_wisdom","name":"Treacherous Allure (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n\nEnchanting Presence. You always have the Charm Person spell prepared. You can cast it without a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.\n\nInevitable Betrayal. You have Advantage on attack rolls against creatures with the Charmed condition.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"treacherous_allure_charisma","name":"Treacherous Allure (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n\nEnchanting Presence. You always have the Charm Person spell prepared. You can cast it without a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.\n\nInevitable Betrayal. You have Advantage on attack rolls against creatures with the Charmed condition.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"vampire_touched_intelligence","name":"Vampire Touched (Intelligence)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n\nVampire Magic. Choose one level 1 spell from the Enchantment or Illusion school of magic. You always have that spell and the Spider Climb spell prepared. You can cast each of these spells without expending a spell slot, but when you cast Spider Climb this way, you must target yourself, and you must finish a Long Rest before you can cast each spell in this way again. You can also cast either spell using spell slots you have of the appropriate level. Your spellcasting ability for the spells is the ability increased by this feat.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"vampire_touched_wisdom","name":"Vampire Touched (Wisdom)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n\nVampire Magic. Choose one level 1 spell from the Enchantment or Illusion school of magic. You always have that spell and the Spider Climb spell prepared. You can cast each of these spells without expending a spell slot, but when you cast Spider Climb this way, you must target yourself, and you must finish a Long Rest before you can cast each spell in this way again. You can also cast either spell using spell slots you have of the appropriate level. Your spellcasting ability for the spells is the ability increased by this feat.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"wisdom":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"vampire_touched_charisma","name":"Vampire Touched (Charisma)","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.\n\nVampire Magic. Choose one level 1 spell from the Enchantment or Illusion school of magic. You always have that spell and the Spider Climb spell prepared. You can cast each of these spells without expending a spell slot, but when you cast Spider Climb this way, you must target yourself, and you must finish a Long Rest before you can cast each spell in this way again. You can also cast either spell using spell slots you have of the appropriate level. Your spellcasting ability for the spells is the ability increased by this feat.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_blazing_dawn","name":"Boon of Blazing Dawn","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nBeloved of the Sun. You have Immunity to Radiant damage.\n\nBlazing Strike. When you hit a creature with a weapon attack, the damage can be Radiant or the weapon's normal damage type (your choice).\n\nBurst of Sunlight. Once per turn when you hit a creature with an attack that deals Radiant damage, you can emit Bright Light in a 30-foot radius from yourself and Dim Light for an additional 30 feet until the start of your next turn. This light is sunlight.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_looming_shadows","name":"Boon of Looming Shadows","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nShadowy Stretch. When you take the Attack action, your reach for your Melee weapon attacks increases by 10 feet until the end of your turn.\n\nDancing Silhouette. You can take the Dodge action as a Bonus Action.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"boon_of_misty_escape","name":"Boon of Misty Escape","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.\n\nGaseous Form. If you drop to 0 Hit Points but aren't killed outright, you can instead drop to 1 Hit Point and cast Gaseous Form without expending a spell slot (no action required). When you cast this spell this way, you can target only yourself, your Fly Speed is 20 feet, and you regain 10 Hit Points at the start of each of your turns for the spell's duration. The spell's spellcasting ability is the ability increased by this feat.\n\nOnce you use this benefit, you can't do so again until you finish a Long Rest.\n\nSource:\tAstarion's Book of Hungers","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"origin_cult_of_the_dragon_initiate","name":"Origin: Cult of the Dragon Initiate","description":"You gain the following benefits.\n\nDragon's Tongue. You know Draconic. If you already know Draconic when you select this feat, you instead learn one language of your choice from the language tables in the Player's Handbook or Chapter 2 of this book.\n\nDragon's Terror. You can take a Magic action to instill terror in a creature you can see within 30 feet of yourself. The target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. If the target succeeds on the save or when the effect ends for a target, the target is immune to this effect for 24 hours.\n\nInspired by Fear. When you cause a creature to have the Frightened condition and you are the source of its fear, you can gain Heroic Inspiration if you lack it. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 37","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"origin_emerald_enclave_fledgling","name":"Origin: Emerald Enclave Fledgling","description":"You gain the following benefits.\n\nSpeak with Animals. You always have the Speak with Animals spell prepared and can cast it with any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). When you cast this spell as a Ritual, its duration is 8 hours.\n\nTag Team. When you take the Help action, you can switch places with a willing ally within 5 feet of yourself as part of that same action. This movement doesn't provoke Opportunity Attacks. You can't use this benefit if the ally has the Incapacitated condition.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 37","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"origin_harper_agent","name":"Origin: Harper Agent","description":"You gain the following benefits.\n\nThieves' Cant. You know Thieves' Cant.\n\nInstrument Training. You gain proficiency with a Musical Instrument of your choice.\n\nDistracting Melody. When you take the Help action to assist an ally's attack roll, the enemy you're distracting can be within 30 feet of you, rather than within 5 feet of you, provided the enemy can see or hear you.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 37","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"origin_lords_alliance_agent","name":"Origin: Lords' Alliance Agent","description":"You gain the following benefits.\n\nInspiring Strike. Once per turn when you score a Critical Hit against a creature, you can choose an ally within 30 feet of yourself who can see or hear you and who lacks Heroic Inspiration. That ally gains Heroic Inspiration.\n\nReassert Honor. When an enemy you can see deals damage to an ally of yours that is within 5 feet of you, you have Advantage on your next attack roll against that enemy before the end of your next turn.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 38","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"origin_purple_dragon_rook","name":"Origin: Purple Dragon Rook","description":"You gain the following benefits.\n\nEntreat. You gain proficiency in one of the following skills: Insight, Performance, or Persuasion.\n\nRallying Cry. When you roll Initiative and don't have the Incapacitated condition, you can choose a number of creatures equal to your Proficiency Bonus that you can see within 30 feet of yourself. Those creatures gain Heroic Inspiration.\n\nOnce you use this benefit, you can't do so again until you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 38","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"origin_spellfire_spark","name":"Origin: Spellfire Spark","description":"You gain the following benefits.\n\nMagic Absorption. Once per turn, when you take damage from a spell or magical effect, you reduce the total damage taken by 1d4. You can't use this benefit if you have the Incapacitated condition.\n\nSpellfire Flame. You learn the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 38","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"origin_tyro_of_the_gauntlet","name":"Origin: Tyro of the Gauntlet","description":"You gain the following benefits.\n\nStand as One. When an ally within 5 feet of you is subjected to an effect that would push or pull it, you can take a Reaction to prevent that ally from being pushed or pulled. To receive this benefit, the ally can't have the Incapacitated condition.\n\nVigilant. When you take the Ready action, the next attack roll made against you has Disadvantage before the start of your next turn.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 38","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"origin_zhentarim_ruffian","name":"Origin: Zhentarim Ruffian","description":"You gain the following benefits.\n\nExploit Opening. When you roll damage for an Opportunity Attack, you can roll the damage dice twice and use either roll against the target.\n\nFamily First. If you have Heroic Inspiration when you roll Initiative, you can expend it to give yourself and your allies Advantage on that Initiative roll.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 38","type":"Feat","prerequisiteList":[{"name":""}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"cold_caster","name":"Cold Caster","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.\n\nCantrip. You learn the Ray of Frost cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The spell's spellcasting ability is the ability increased by this feat.\n\nFrostbite. Once per turn when you hit a creature with an attack roll and deal Cold damage, you can temporarily negate the creature's defenses. The creature subtracts 1d4 from the next saving throw it makes before the end of your next turn.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 39","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"dragonscarred","name":"Dragonscarred","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Constitution or Charisma by 1, to a maximum of 20.\n\nDamage Resistance. When you gain this feat, choose Acid, Cold, Fire, Lightning, or Poison. You have Resistance to the chosen damage type.\n\nFearsome Power. When you deal damage to a creature as part of the Attack or Magic action on your turn, you can use the Dragon's Terror benefit of the Cult of the Dragon Initiate feat as a Bonus Action this turn.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 39","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Cult of the Dragon Initiate"}],"abilityScoreIncrease":{"constitution":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"enclave_magic","name":"Enclave Magic","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.\n\nFriend to Animals. You have Advantage on ability checks when taking the Influence action with Beasts.\n\nTwo Hearts, One Mind. You always have the Beast Sense spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. When you cast it without a spell slot using this feature, it doesn't require Concentration. You can also cast the spell using any spell slots you have of the appropriate level. The spell's spellcasting ability is the ability increased by this feat.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 39","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Emerald Enclave Fledgling"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"fairy_trickster","name":"Fairy Trickster","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity or Charisma by 1, to a maximum of 20.\n\nFaerie Trod Trotter. When you take the Disengage action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.\n\nFlustering Strike. When you hit a creature with an attack roll, you can attempt to fluster the target. The target must succeed on a Wisdom saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or have Disadvantage on saving throws until the end of your next turn.\n\nYou can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 39","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"genie_magic","name":"Genie Magic","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.\n\nWish Magic. As a Magic action, you can cast a level 1 spell of your choice from the Sorcerer spell list that has a casting time of an action. Once you use this benefit, you can't do so again until you finish a Long Rest. The spell's spellcasting ability is the ability increased by this feat.\n\nWhen you reach level 11, the spell you cast with this feat is cast as though using a level 2 spell slot.\n\nWhen you reach level 17, the spell is cast as though using a level 3 spell slot.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 39","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"harper_teamwork","name":"Harper Teamwork","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity or Charisma by 1, to a maximum of 20.\n\nWithering Wordplay. When you take the Help action to assist an ally's attack roll against an enemy, that enemy also has Disadvantage on the first saving throw it makes before the start of your next turn.\n\nInspiring Willpower. If you succeed on a saving throw to end the Frightened or Paralyzed condition on yourself, you can choose one ally you can see within 30 feet of yourself that has the same condition. That condition immediately ends for that ally.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 39","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Harper Agent"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"lordly_resolve","name":"Lordly Resolve","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength or Charisma by 1, to a maximum of 20.\n\nStandard Bearer. As a Bonus Action, choose up to three creatures within 60 feet of yourself that can see you. Each target can immediately take a Reaction to right itself and end the Prone condition, provided its Speed isn't 0. Additionally, you bolster the targets' resolve, which lasts for 1 minute or until you have the Incapacitated condition. While bolstered, a target can't be possessed or gain the Charmed or Frightened condition; if a target is already possessed, Charmed, or Frightened, the target has Advantage on any new saving throw against the relevant effect.\n\nOnce you use this benefit, you can't do so again until you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 40","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Lords' Alliance Agent"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"mythal_touched","name":"Mythal Touched","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.\n\nMythal Ward. If a spell attack hits you or you fail a saving throw against a spell, you can take a Reaction to roll on the Mythal-Touched Magic table to create a magical effect. If an effect requires a saving throw, the DC equals 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus.\n\nYou can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 40","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"orders_resilience","name":"Order's Resilience","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength, Wisdom, or Charisma by 1, to a maximum of 20.\n\nResurge. When you have the Prone condition, you can right yourself with only 5 feet of movement.\n\nStronger Together. If you are within 5 feet of an ally that doesn't have the Incapacitated condition, you and that ally have Advantage on Strength saving throws. You can't use this benefit while you have the Incapacitated condition.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 40","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Tyro of the Gauntlet"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"purple_dragon_commandant","name":"Purple Dragon Commandant","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.\n\nEncourage Ally. As a Bonus Action, you bolster one ally you can see within 30 feet. The ally gains Temporary Hit Points equal to 2d6 plus the modifier of the ability score increased by this feat. You can take this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all uses when you finish a Long Rest.\n\nLast Stand. You have Advantage on attack rolls while Bloodied.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 40","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Purple Dragon Rook or Martial Weapon Proficiency"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"spellfire_adept","name":"Spellfire Adept","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.\n\nFueled Spellfire. Once per turn, when a spell you cast deals Radiant damage, you can expend up to two Hit Point Dice, roll them, and add the total rolled to one damage roll of the spell.\n\nSearing Spellfire. When you make a damage roll that deals Radiant damage, it ignores Resistance to Radiant damage.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 41","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Spellfire Spark or Spellcasting or Pact Magic Features"}],"abilityScoreIncrease":{"intelligence":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"street_justice","name":"Street Justice","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.\n\nHeadlock. Your allies have Advantage on attack rolls against a creature Grappled by you.\n\nSturdy Knot. When you use Chain, Manacles, or Rope to bind a creature, add your Proficiency Bonus to the DC to escape or burst the Chain, Manacles, or Rope.\n\nTough Talk. A creature's Hostile attitude doesn't impose Disadvantage on your Charisma (Intimidation) checks to influence that creature.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 41","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"strength":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"zhentarim_tactics","name":"Zhentarim Tactics","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Dexterity or Charisma by 1, to a maximum of 20.\n\nRetaliate. Immediately after a creature within 5 feet of you hits you with a melee attack, you can make an Opportunity Attack against that creature.\n\nVersatile Merc. When you finish a Long Rest, choose a skill in which you have proficiency. You have Expertise in that skill until you finish your next Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 41","type":"Feat","prerequisiteList":[{"name":"Level 4+"},{"name":"Zhentarim Ruffian"}],"abilityScoreIncrease":{"dexterity":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_bloodshed","name":"Boon of Bloodshed","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nKiller's Fortune. When an enemy you can see is reduced to 0 Hit Points, you gain Advantage on the next attack roll you make before the end of your next turn.\n\nPower from Pain. Once per turn, when you make an attack roll while Bloodied, you can deal extra damage to the target equal to your Proficiency Bonus. The extra damage's type is the same as the attack's type.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 42","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_bountiful_health","name":"Boon of Bountiful Health","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nAugmented Health. When you gain Temporary Hit Points, increase the number of Temporary Hit Points you gain by 5.\n\nSuperior Recuperation. When you spend one or more Hit Point Dice to regain Hit Points, you can instead use the highest number possible for each die.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 42","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_communication","name":"Boon of Communication","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 30.\n\nCunning Speaker. You don't have Disadvantage on ability checks to influence Hostile creatures.\n\nGifted Interpreter. You understand the literal meaning of any language you hear or see signed, and you can understand the literal meaning of any written language you see.\n\nMental Communication. You gain telepathy with a range of 120 feet.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 42","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_desperate_resilience","name":"Boon of Desperate Resilience","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Strength or Constitution by 1, to a maximum of 30.\n\nDefense of Body and Mind. While you are Bloodied, you have Resistance to every damage type except Force.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 42","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_exquisite_radiance","name":"Boon of Exquisite Radiance","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nEternal Rest. Creatures you reduce to 0 Hit Points can't become Undead.\n\nPowerful Radiance. When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. Once you use this benefit, you can't do so again until you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 42","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_fluid_forms","name":"Boon of Fluid Forms","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 30.\n\nShapechanger. You can take a Magic action to shape-shift into a Beast, Humanoid, or Monstrosity with a Challenge Rating no higher than 10. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The shape-shifting effect lasts for 1 hour, and it ends early if you have no Temporary Hit Points left or if you take a Magic action to return to your true form.\n\nYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting or Pact Magic feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.\n\nOnce you use this benefit, you can't do so again until you finish a Long Rest.\n\nHardy Transformation. When you gain Temporary Hit Points when you shape-shift, increase that number of Temporary Hit Points by 20.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 42","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"boon_of_fortunes_favor","name":"Boon of Fortune's Favor","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nSaving Throw Reroll. When you fail a saving throw, you can reroll it and must use the new roll. Once you use this benefit, you can't use it again until the start of your next turn.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 43","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_poison_mastery","name":"Boon of Poison Mastery","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nAntitoxic. You have Immunity to Poison damage and the Poisoned condition.\n\nPerfect Poisoner. Once per turn, when you roll dice to determine Poison damage a creature takes from your attack, spell, or feature, you can instead use the highest number possible for each die.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 43","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_revelry","name":"Boon of Revelry","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 30.\n\nInspire Dance. You always have the Otto's Irresistible Dance spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.\n\nWhen you cast the spell, it requires no spell components, and taking damage doesn't break your Concentration on it.\n\nSing Out. While a creature that failed its saving throw against your Otto's Irresistible Dance has the Charmed condition from that spell, it can't cast spells with Verbal components, and it sings delightful nonsense if it can sing.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 43","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_terror","name":"Boon of Terror","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Charisma score by 1, to a maximum of 30.\n\nFearless. You have Immunity to the Frightened condition.\n\nFlee, Fools! When a creature with the Frightened condition starts its turn within 60 feet of you, you can take a Reaction to stoke its terror, provided you can see the creature and it isn't behind Total Cover. If you do so, the creature must succeed on a Wisdom saving throw (DC 8 plus your Charisma modifier and your Proficiency Bonus) or spend its turn moving away from you by the fastest available means. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nIntimidating. You gain Proficiency in the Intimidation skill if you don't already have it. You also gain Expertise in Intimidation.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 43","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"abilityScoreIncrease":{"Charisma":1},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"boon_of_the_bright_sun","name":"Boon of the Bright Sun","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Constitution, Wisdom, or Charisma by 1, to a maximum of 30.\n\nDaylight Presence. As a Bonus Action, you radiate a 30-foot Emanation of Bright Light that is sunlight. If any of the Emanation's area overlaps with an area of Darkness created by a spell, that spell is dispelled. The Emanation lasts until you dismiss it (no action required), die, or have the Incapacitated condition.\n\nFortifying Light. When your Daylight Presence is active, at the start of each of your turns, you and allies you can see in your Daylight Presence gain 10 Temporary Hit Points.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 43","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"boon_of_the_furious_storm","name":"Boon of the Furious Storm","description":"You gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 30.\n\nEye of the Storm. You have Resistance to Lightning and Thunder damage. While you are Bloodied, you have Immunity to Lightning and Thunder damage.\n\nStorm's Strength. Creatures have Disadvantage on saving throws against your spells that deal Lightning or Thunder damage.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 43","type":"Feat","prerequisiteList":[{"name":"Level 19+"},{"name":"Spellcasting or Pact Magic Feature"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"boon_of_the_soul_drinker","name":"Boon of the Soul Drinker","description":"You gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.\n\nGrave Resistance. You have Resistance to Cold damage and Necrotic damage.\n\nSiphon Life. When an enemy within 120 feet of you is reduced to 0 Hit Points, you can take a Reaction to regain 50 Hit Points. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 43","type":"Feat","prerequisiteList":[{"name":"Level 19+"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"species":[{"id":"aasimar","name":"Aasimar","description":"Aasimar (pronounced AH-sih-mar) are mortals who carry a spark of the Upper Planes within their souls. Whether descended from an angelic being or infused with celestial power, they can fan that spark to bring light, healing, and heavenly fury.\n\tAasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their celestial heritage, such as metallic freckles, luminous eyes, a halo, or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the aasimar learns to reveal their full celestial nature.\n\nSource:\tPlayer's Handbook (2024) p. 186","size":"Medium","speed":"30","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species"},{"name":"Celestial Resistance","description":"You have Resistance to Necrotic damage and Radiant damage."},{"name":"Darkvision","description":"You have Darkvision with a range of 60 feet."},{"name":"Healing Hands","description":"As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest."},{"name":"Light Bearer","description":"You know the Light cantrip. Charisma is your spellcasting ability for it."},{"name":"Celestial Revelation","description":"When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest.\n\tOnce on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.\n\tHere are the transformation options:\n\nHeavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.\n\nInner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.\n\nNecrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"Charisma","source":"Player's Handbook (2024) p. 186","variantSpecies":[],"features":[{"id":"species_feature_aasimar","name":"Aasimar Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species\n\nCelestial Resistance: You have Resistance to Necrotic damage and Radiant damage.\n\nDarkvision: You have Darkvision with a range of 60 feet.\n\nHealing Hands: As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.\n\nLight Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.\n\nCelestial Revelation: When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest.\n\tOnce on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.\n\tHere are the transformation options:\n\nHeavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.\n\nInner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.\n\nNecrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"dragonborn","name":"Dragonborn","description":"The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the multiverse with people created in their image. Another story claims that dragons created the first dragonborn without the gods' blessings. Whatever their origin, dragonborn have made homes for themselves on the Material Plane.\n\tDragonborn look like wingless, bipedal dragons-scaly, bright-eyed, and thick-boned with horns on their heads-and their coloration and other features are reminiscent of their draconic ancestors.\n\nSource:\tPlayer's Handbook (2024) p. 187","size":"Medium","speed":"30","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 5-7 feet tall)"},{"name":"Draconic Ancestry","description":"Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.\n\nDraconic Ancestry:\nDragon | Damage Type\nBlack | Acid\nBlue | Lightning\nBrass | Fire\nBronze | Lightning\nCopper | Acid\nGold | Fire\nGreen | Poison\nRed | Fire\nSilver | Cold\nWhite | Cold"},{"name":"Breath Weapon","description":"When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).\n\tYou can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."},{"name":"Damage Resistance","description":"You have Resistance to the damage type determined by your Draconic Ancestry trait."},{"name":"Darkvision","description":"You have Darkvision with a range of 60 feet."},{"name":"Draconic Flight","description":"When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 187","variantSpecies":[],"features":[{"id":"species_feature_dragonborn","name":"Dragonborn Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 5-7 feet tall)\n\nDraconic Ancestry: Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.\n\nDraconic Ancestry:\nDragon | Damage Type\nBlack | Acid\nBlue | Lightning\nBrass | Fire\nBronze | Lightning\nCopper | Acid\nGold | Fire\nGreen | Poison\nRed | Fire\nSilver | Cold\nWhite | Cold\n\nBreath Weapon: When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).\n\tYou can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.\n\nDamage Resistance: You have Resistance to the damage type determined by your Draconic Ancestry trait.\n\nDarkvision: You have Darkvision with a range of 60 feet.\n\nDraconic Flight: When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"dwarf","name":"Dwarf","description":"Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds -Moradin, Reorx, and others- that god gave dwarves an affinity for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.\n\tSquat and often bearded, the original dwarves carved cities and strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds-especially of the little overcoming the mighty.\n\tOn some worlds in the multiverse, the first settlements of dwarves were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance settings have such communities.\n\nSource:\tPlayer's Handbook (2024) p. 188","size":"Medium","speed":"30","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 4-5 feet tall)"},{"name":"Darkvision","description":"You have Darkvision with a range of 120 feet."},{"name":"Dwarven Resilience","description":"You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."},{"name":"Dwarven Toughness","description":"Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level."},{"name":"Stonecunning","description":"As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.\n\tYou can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 188","variantSpecies":[],"features":[{"id":"species_feature_dwarf","name":"Dwarf Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 4-5 feet tall)\n\nDarkvision: You have Darkvision with a range of 120 feet.\n\nDwarven Resilience: You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.\n\nDwarven Toughness: Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.\n\nStonecunning: As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.\n\tYou can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"elf_drow","name":"Elf, Drow","description":"Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp Corellon's dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon's forgiveness, but that which Corellon had taken from them was lost forever.\n\tNo longer able to shapeshift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane's influence. Over time, curiosity led many of them to explore other planes of existence, including worlds in the Material Plane.\n\tElves have pointed ears and lack facial and body hair. They live for around 750 years, and they don't sleep but instead enter a trance when they need to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.\n\tAn environment subtly transforms elves after they inhabit it for a millennium or more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.\n\nDrow typically dwell in the Underdark and have been shaped by it. Some drow individuals and societies avoid the Underdark altogether yet car ry its magic. In the Eberron setting. for example. drow dwell in rainforests and cyclopean ruins on the continent of Xen'drik.\n\nSource:\tPlayer's Handbook (2024) p. 189","size":"Medium","speed":"30","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 5-6 feet tall)"},{"name":"Darkvision","description":"You have Darkvision with a range of 120 feet."},{"name":"Drow Lineage","description":"The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip.\n\tWhen you reach character levels 3 and 5, you learn Faerie Fire and Darkness respectively. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.\n\tIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select' the lineage)."},{"name":"Fey Ancestry","description":"You have Advantage on saving throws you make to avoid or end the Charmed condition."},{"name":"Keen Senses","description":"You have proficiency in the Insight, Perception, or Survival skill."},{"name":"Trance","description":"You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 189","variantSpecies":[],"features":[{"id":"species_feature_elf,_drow","name":"Elf, Drow Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 5-6 feet tall)\n\nDarkvision: You have Darkvision with a range of 120 feet.\n\nDrow Lineage: The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip.\n\tWhen you reach character levels 3 and 5, you learn Faerie Fire and Darkness respectively. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.\n\tIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select' the lineage).\n\nFey Ancestry: You have Advantage on saving throws you make to avoid or end the Charmed condition.\n\nKeen Senses: You have proficiency in the Insight, Perception, or Survival skill.\n\nTrance: You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"elf_high","name":"Elf, High","description":"Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp Corellon's dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon's forgiveness, but that which Corellon had taken from them was lost forever.\n\tNo longer able to shapeshift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane's influence. Over time, curiosity led many of them to explore other planes of existence, including worlds in the Material Plane.\n\tElves have pointed ears and lack facial and body hair. They live for around 750 years, and they don't sleep but instead enter a trance when they need to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.\n\tAn environment subtly transforms elves after they inhabit it for a millennium or more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.\n\nHigh elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds. high elves refer to themselves by other names. For example. they call them\u00b7 selves sun or moon elves in the Forgotten Realms setting, Silvanesti and Qualinesti in the Dragon\u00b7 lance setting, and Aereni in the Eberron setting.\n\nSource:\tPlayer's Handbook (2024) p. 189","size":"Medium","speed":"30","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 5-6 feet tall)"},{"name":"Darkvision","description":"You have Darkvision with a range of 60 feet."},{"name":"High Elf Lineage","description":"You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.\n\tWhen you reach character levels 3 and 5, you learn Detect Magic and Misty Step respectively. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.\n\tIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select' the lineage)."},{"name":"Fey Ancestry","description":"You have Advantage on saving throws you make to avoid or end the Charmed condition."},{"name":"Keen Senses","description":"You have proficiency in the Insight, Perception, or Survival skill."},{"name":"Trance","description":"You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 189","variantSpecies":[],"features":[{"id":"species_feature_elf,_high","name":"Elf, High Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 5-6 feet tall)\n\nDarkvision: You have Darkvision with a range of 60 feet.\n\nHigh Elf Lineage: You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.\n\tWhen you reach character levels 3 and 5, you learn Detect Magic and Misty Step respectively. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.\n\tIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select' the lineage).\n\nFey Ancestry: You have Advantage on saving throws you make to avoid or end the Charmed condition.\n\nKeen Senses: You have proficiency in the Insight, Perception, or Survival skill.\n\nTrance: You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"elf_wood","name":"Elf, Wood","description":"Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp Corellon's dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon's forgiveness, but that which Corellon had taken from them was lost forever.\n\tNo longer able to shapeshift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane's influence. Over time, curiosity led many of them to explore other planes of existence, including worlds in the Material Plane.\n\tElves have pointed ears and lack facial and body hair. They live for around 750 years, and they don't sleep but instead enter a trance when they need to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.\n\tAn environment subtly transforms elves after they inhabit it for a millennium or more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.\n\nWood elves carry the magic of primeval forests within themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagones and the Tairnadal are wood elves of the Dragon lance and Eberron settings. respectively.\n\nSource:\tPlayer's Handbook (2024) p. 189","size":"Medium","speed":"35","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 5-6 feet tall)"},{"name":"Darkvision","description":"You have Darkvision with a range of 60 feet."},{"name":"Wood Elf Lineage","description":"Your Speed increases to 35 feet. You also know the Druidcraft cantrip.\n\tWhen you reach character levels 3 and 5, you learn Longstrider and Pass without Trace respectively. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.\n\tIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage)."},{"name":"Fey Ancestry","description":"You have Advantage on saving throws you make to avoid or end the Charmed condition."},{"name":"Keen Senses","description":"You have proficiency in the Insight, Perception, or Survival skill."},{"name":"Trance","description":"You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 189","variantSpecies":[],"features":[{"id":"species_feature_elf,_wood","name":"Elf, Wood Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 5-6 feet tall)\n\nDarkvision: You have Darkvision with a range of 60 feet.\n\nWood Elf Lineage: Your Speed increases to 35 feet. You also know the Druidcraft cantrip.\n\tWhen you reach character levels 3 and 5, you learn Longstrider and Pass without Trace respectively. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.\n\tIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).\n\nFey Ancestry: You have Advantage on saving throws you make to avoid or end the Charmed condition.\n\nKeen Senses: You have proficiency in the Insight, Perception, or Survival skill.\n\nTrance: You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"gnome_forest","name":"Gnome, Forest","description":"Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes' secretive nature and their propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like Garl Glittergold, Baervan Wildwanderer, and Baravar Cloakshadow, who visited them in disguise. That magic eventually created the lineages of forest gnomes and rock gnomes.\n\tGnomes are petite folk with big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that \"roof\" is nothing more than a hat.\n\nSource:\tPlayer's Handbook (2024) p. 191","size":"Small","speed":"30","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Small (about 3-4 feet tall)"},{"name":"Darkvision","description":"You have Darkvision with a range of 60 feet."},{"name":"Gnomish Cunning","description":"You have Advantage on Intelligence, Wisdom, and Charisma saving throws."},{"name":"Forest Lineage","description":"You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 191","variantSpecies":[],"features":[{"id":"species_feature_gnome,_forest","name":"Gnome, Forest Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Small (about 3-4 feet tall)\n\nDarkvision: You have Darkvision with a range of 60 feet.\n\nGnomish Cunning: You have Advantage on Intelligence, Wisdom, and Charisma saving throws.\n\nForest Lineage: You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"gnome_rock","name":"Gnome, Rock","description":"Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes' secretive nature and their propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like Garl Glittergold, Baervan Wildwanderer, and Baravar Cloakshadow, who visited them in disguise. That magic eventually created the lineages of forest gnomes and rock gnomes.\n\tGnomes are petite folk with big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that \"roof\" is nothing more than a hat.\n\nSource:\tPlayer's Handbook (2024) p. 191","size":"Small","speed":"30","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Small (about 3-4 feet tall)"},{"name":"Darkvision","description":"You have Darkvision with a range of 60 feet."},{"name":"Gnomish Cunning","description":"You have Advantage on Intelligence, Wisdom, and Charisma saving throws."},{"name":"Rock Lineage","description":"You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 191","variantSpecies":[],"features":[{"id":"species_feature_gnome,_rock","name":"Gnome, Rock Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Small (about 3-4 feet tall)\n\nDarkvision: You have Darkvision with a range of 60 feet.\n\nGnomish Cunning: You have Advantage on Intelligence, Wisdom, and Charisma saving throws.\n\nRock Lineage: You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"goliath","name":"Goliath","description":"Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants-favors that manifest in various supernatural boons, including the ability to quickly grow and temporarily approach the height of goliaths' gigantic kin.\n\tGoliaths have physical characteristics that are reminiscent of the giants in their family lines. For example, some goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse-unencumbered by the internecine conflicts that have ravaged giantkind for ages-and seek heights above those reached by their ancestors.\n\nSource:\tPlayer's Handbook (2024) p. 192","size":"Medium","speed":"35","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 7-8 feet tall)"},{"name":"Giant Ancestry","description":"You are descended from Giants. Choose one of the following benefits- a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:\n\nCloud's Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.\n\nFire's Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.\n\nFrost's Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.\n\nHill's Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.\n\nStone's Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.\n\nStorm's Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature."},{"name":"Large Form","description":"Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest."},{"name":"Powerful Build","description":"You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity,"}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 192","variantSpecies":[],"features":[{"id":"species_feature_goliath","name":"Goliath Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 7-8 feet tall)\n\nGiant Ancestry: You are descended from Giants. Choose one of the following benefits- a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:\n\nCloud's Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.\n\nFire's Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.\n\nFrost's Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.\n\nHill's Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.\n\nStone's Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.\n\nStorm's Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.\n\nLarge Form: Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest.\n\nPowerful Build: You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity,","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"halfling","name":"Halfling","description":"Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size -similar to that of a human child- helps them pass through crowds unnoticed and slip through tight spaces.\n\tAnyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied \"luck of the halflings\" in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling's behalf. Many halflings believe in the power of luck, and they attribute their unusual gift to one or more of their benevolent gods, including Yondalla, Brandobaris, and Charmalaine. The same gift might contribute to their robust life spans (about 150 years).\n\tHalfling communities come in all varieties. For every sequestered shire tucked away in an unspoiled part of the world, there's a crime syndicate like the Boromar Clan in the Eberron setting or a territorial mob of halflings like those in the Dark Sun setting.\n\tHalflings who prefer to live underground are sometimes called strongheart halflings or stouts. Nomadic halflings, as well as those who live among humans and other tall folk. are sometimes called lightfoot halflings or tallfellows.\n\nSource:\tPlayer's Handbook (2024) p. 193","size":"Small","speed":"30","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Small (about 2-3 feet tall)"},{"name":"Brave","description":"You have Advantage on saving throws you make to avoid or end the Frightened condition."},{"name":"Halfling Nimbleness","description":"You can move through the space of any creature that is a size larger than you. but you can't stop in the same space."},{"name":"Luck","description":"When you roll a 1 on the d20 of a D20 Test. you can reroll the die, and you must use the new roll."},{"name":"Naturally Stealthy","description":"You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 193","variantSpecies":[],"features":[{"id":"species_feature_halfling","name":"Halfling Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Small (about 2-3 feet tall)\n\nBrave: You have Advantage on saving throws you make to avoid or end the Frightened condition.\n\nHalfling Nimbleness: You can move through the space of any creature that is a size larger than you. but you can't stop in the same space.\n\nLuck: When you roll a 1 on the d20 of a D20 Test. you can reroll the die, and you must use the new roll.\n\nNaturally Stealthy: You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"human","name":"Human","description":"Found throughout the multiverse, humans are as varied as they are numerous, and they endeavor to achieve as much as they can in the years they are given. Their ambition and resourcefulness are commended, respected, and feared on many worlds.\n\tHumans are as diverse in appearance as the people of Earth, and they have many gods. Scholars dispute the origin of humanity, but one of the earliest known human gatherings is said to have occurred in Sigil, the torus-shaped city at the center of the multiverse and the place where the Common language was born. From there, humans could have spread to every part of the multiverse, bringing the City of Doors' cosmopolitanism with them.\n\nSource:\tPlayer's Handbook (2024) p. 194","size":"Medium","speed":"30","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species"},{"name":"Resourceful","description":"You gain Heroic Inspiration whenever you finish a Long Rest."},{"name":"Skillful","description":"You gain proficiency in one skill of your choice."},{"name":"Versatile","description":"You gain an Origin feat of your choice (see chapter 5). Skilled is recommended."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 194","variantSpecies":[],"features":[{"id":"species_feature_human","name":"Human Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species\n\nResourceful: You gain Heroic Inspiration whenever you finish a Long Rest.\n\nSkillful: You gain proficiency in one skill of your choice.\n\nVersatile: You gain an Origin feat of your choice (see chapter 5). Skilled is recommended.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"orc","name":"Orc","description":"Ores trace their creation to Gruumsh, a powerful god who roamed the wide open spaces of the Material Plane. Gruumsh equipped his children with gifts to help them wander great plains, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, ores retain Gruumsh's gifts: endurance, determination, and the ability to see in darkness.\n\tOres are, on average, tall and broad. They have gray skin, ears that are sharply pointed, and prominent lower canines that resemble small tusks. Orc youths on some worlds are told about their ancestors' great travels and travails. Inspired by those tales, many of those ores wonder when Gruumsh will call on them to match the heroic deeds of old and if they will prove worthy of his favor. Other ores are happy to leave old tales in the past and find their own way.\n\nSource:\tPlayer's Handbook (2024) p. 195","size":"Medium","speed":"30","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 6-7 feet tall)"},{"name":"Adrenaline Rush","description":"You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.\n\tYou can use this trait a number of times equal to your Proficiency Bonus. and you regain all expended uses when you finish a Short or Long Rest."},{"name":"Darkvision","description":"You have Darkvision with a range of 120 feet."},{"name":"Relentless Endurance","description":"When you are reduced to 0 Hit Points but not killed outright. you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 195","variantSpecies":[],"features":[{"id":"species_feature_orc","name":"Orc Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 6-7 feet tall)\n\nAdrenaline Rush: You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.\n\tYou can use this trait a number of times equal to your Proficiency Bonus. and you regain all expended uses when you finish a Short or Long Rest.\n\nDarkvision: You have Darkvision with a range of 120 feet.\n\nRelentless Endurance: When you are reduced to 0 Hit Points but not killed outright. you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"tiefling_abyssal","name":"Tiefling, Abyssal","description":"Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This connection to the Lower Planes is the tiefling's fiendish legacy, which comes with the promise of power yet has no effect on the tiefling's moral outlook.\n\nThe entropy of the Abyss, the chaos of Pandemonium, and the despair of Carceri call to tieflings who have the abyssal legacy. Horns, fur, tusks, and peculiar scents are common physical features of such tieflings, most of whom have the blood of demons coursing through their veins.\n\nSource:\tPlayer's Handbook (2024) p. 196","size":"Medium","speed":"30","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 4-7 feet tall) or Small (about 3-4 feet tall), chosen when you select this species"},{"name":"Darkvision","description":"You have Darkvision with a range of 60 feet."},{"name":"Fiendish Legacy","description":"You have Resistance to Poison damage. You also know the Poison Spray cantrip.\n\tWhen you reach character levels 3 and 5, you learn Ray of Sickness and Hold Person respectively. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell s lots you have of the appropriate level.\n\tIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy)."},{"name":"Otherworldly Presence","description":"You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 196","variantSpecies":[],"features":[{"id":"species_feature_tiefling,_abyssal","name":"Tiefling, Abyssal Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 4-7 feet tall) or Small (about 3-4 feet tall), chosen when you select this species\n\nDarkvision: You have Darkvision with a range of 60 feet.\n\nFiendish Legacy: You have Resistance to Poison damage. You also know the Poison Spray cantrip.\n\tWhen you reach character levels 3 and 5, you learn Ray of Sickness and Hold Person respectively. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell s lots you have of the appropriate level.\n\tIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).\n\nOtherworldly Presence: You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"tiefling_chthonic","name":"Tiefling, Chthonic","description":"Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This connection to the Lower Planes is the tiefling's fiendish legacy, which comes with the promise of power yet has no effect on the tiefling's moral outlook.\n\nTieflings who have the chthonic legacy feel not only the tug of Carceri but also the greed of Gehenna and the gloom of Hades. Some of these tieflings look cadaverous. Others possess the unearthly beauty of a succubus, or they have physical features in common with a night hag, a yugoloth, or some other Neutral Evil fiendish ancestor.\n\nSource:\tPlayer's Handbook (2024) p. 196","size":"Medium","speed":"30","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 4-7 feet tall) or Small (about 3-4 feet tall), chosen when you select this species"},{"name":"Darkvision","description":"You have Darkvision with a range of 60 feet."},{"name":"Fiendish Legacy","description":"You have Resistance to Necrotic damage. You also know the Chill Touch cantrip.\n\tWhen you reach character levels 3 and 5, you learn False Life and Ray of Enfeeblement respectively. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell s lots you have of the appropriate level.\n\tIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy)."},{"name":"Otherworldly Presence","description":"You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 196","variantSpecies":[],"features":[{"id":"species_feature_tiefling,_chthonic","name":"Tiefling, Chthonic Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 4-7 feet tall) or Small (about 3-4 feet tall), chosen when you select this species\n\nDarkvision: You have Darkvision with a range of 60 feet.\n\nFiendish Legacy: You have Resistance to Necrotic damage. You also know the Chill Touch cantrip.\n\tWhen you reach character levels 3 and 5, you learn False Life and Ray of Enfeeblement respectively. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell s lots you have of the appropriate level.\n\tIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).\n\nOtherworldly Presence: You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"tiefling_infernal","name":"Tiefling, Infernal","description":"Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This connection to the Lower Planes is the tiefling's fiendish legacy, which comes with the promise of power yet has no effect on the tiefling's moral outlook.\n\nThe infernal legacy connects tieflings not only to Gehenna but also the Nine Hells and the raging battlefields of Acheron. Horns, spines, tails, golden eyes, and a faint odor of sulfur or smoke are common physical features of such tieflings, most of whom trace their ancestry to devils.\n\nSource:\tPlayer's Handbook (2024) p. 196","size":"Medium","speed":"30","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 4-7 feet tall) or Small (about 3-4 feet tall), chosen when you select this species"},{"name":"Darkvision","description":"You have Darkvision with a range of 60 feet."},{"name":"Fiendish Legacy","description":"You have Resistance to Fire damage. You also know the Fire Bolt cantrip.\n\tWhen you reach character levels 3 and 5, you learn Hellish Rebuke and Darkness respectively. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell s lots you have of the appropriate level.\n\tIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy)."},{"name":"Otherworldly Presence","description":"You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Player's Handbook (2024) p. 196","variantSpecies":[],"features":[{"id":"species_feature_tiefling,_infernal","name":"Tiefling, Infernal Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 4-7 feet tall) or Small (about 3-4 feet tall), chosen when you select this species\n\nDarkvision: You have Darkvision with a range of 60 feet.\n\nFiendish Legacy: You have Resistance to Fire damage. You also know the Fire Bolt cantrip.\n\tWhen you reach character levels 3 and 5, you learn Hellish Rebuke and Darkness respectively. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell s lots you have of the appropriate level.\n\tIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).\n\nOtherworldly Presence: You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"dhampir","name":"Dhampir","description":"Dhampirs are living people who possess vampiric prowess but are cursed with macabre hunger. Most dhampirs thirst for blood, but some gain sustenance from dreams, life energy, or other vital sources. Dhampirs must choose whether to fight to control their hunger or give in to predatory urges.\n\tDhampirs often arise from encounters with vampires; some are the descendants of a powerful vampire, while others are partially transformed by a vampire's bite. All manner of macabre bargains and necromantic influences might also give rise to a dhampir. Regardless of their origins, dhampirs exhibit their vampiric nature in various ways, including increased speed and a life-draining bite.\n\nSource:\tAstarion's Book of Hungers","size":"Medium","speed":"35","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 4\u20137 feet tall) or Small (about 2\u20134 feet tall), chosen when you select this species."},{"name":"Darkvision","description":"You have Darkvision with a range of 60 feet."},{"name":"Spider Climb","description":"You have a Climb Speed equal to your Speed. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free."},{"name":"Trace of Undeath","description":"You have Resistance to Necrotic damage."},{"name":"Vampiric Bite","description":"When you use your Unarmed Strike and deal damage, you can choose to bite with your fangs. You deal Piercing damage equal to 1d4 plus your Constitution modifier instead of the normal damage of an Unarmed Strike.\n\tIn addition, when you deal this damage to a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways:\n\nDrain. You regain Hit Points equal to the Piercing damage dealt.\n\nStrengthen. You gain a bonus to the next ability check or attack roll you make within the next minute; the bonus is equal to the Piercing damage dealt.\n\tYou can empower yourself with this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Astarion's Book of Hungers","variantSpecies":[],"features":[{"id":"species_feature_dhampir","name":"Dhampir Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 4\u20137 feet tall) or Small (about 2\u20134 feet tall), chosen when you select this species.\n\nDarkvision: You have Darkvision with a range of 60 feet.\n\nSpider Climb: You have a Climb Speed equal to your Speed. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.\n\nTrace of Undeath: You have Resistance to Necrotic damage.\n\nVampiric Bite: When you use your Unarmed Strike and deal damage, you can choose to bite with your fangs. You deal Piercing damage equal to 1d4 plus your Constitution modifier instead of the normal damage of an Unarmed Strike.\n\tIn addition, when you deal this damage to a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways:\n\nDrain. You regain Hit Points equal to the Piercing damage dealt.\n\nStrengthen. You gain a bonus to the next ability check or attack roll you make within the next minute; the bonus is equal to the Piercing damage dealt.\n\tYou can empower yourself with this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},{"id":"goblin_2024","name":"Goblin","description":"Goblins are small, inquisitive fey wanderers often found in the shadowy corners of the world or the twilight of the Feywild. While they have historically been viewed as mere pests by larger folk, goblins possess a tenacious vitality and a slippery cunning that allows them to survive and thrive in dangerous environments.\n  As creatures of the Fey, goblins are fueled by a chaotic energy that makes them quick on their feet and hard to pin down. They are nimble escape artists and opportunistic fighters who know exactly how to exploit the weaknesses of larger foes.\n\nSource: Homebrew","size":"Small","speed":"30","traits":[{"name":"Creature Type","description":"Fey (Goblinoid)"},{"name":"Size","description":"Small (about 3\u20134 feet tall)."},{"name":"Darkvision","description":"You have Darkvision with a range of 60 feet."},{"name":"Fey Ancestry","description":"You have Advantage on saving throws you make to avoid or end the Charmed condition on yourself."},{"name":"Fury of the Small","description":"When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your Proficiency Bonus.\n  You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can use it no more than once per turn."},{"name":"Nimble Escape","description":"You can take the Disengage or Hide action as a Bonus Action."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Goblins are small, inquisitive fey wanderers often found in the shadowy corners of the world or the twilight of the Feywild. While they have historically been viewed as mere pests by larger folk, goblins possess a tenacious vitality and a slippery cunning that allows them to survive and thrive in dangerous environments.\n  As creatures of the Fey, goblins are fueled by a chaotic energy that makes them quick on their feet and hard to pin down. They are nimble escape artists and opportunistic fighters who know exactly how to exploit the weaknesses of larger foes.\n\nSource: Homebrew","variantSpecies":[],"features":[{"id":"species_feature_goblin_[2024]","name":"Goblin Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Fey (Goblinoid)\n\nSize: Small (about 3\u20134 feet tall).\n\nDarkvision: You have Darkvision with a range of 60 feet.\n\nFey Ancestry: You have Advantage on saving throws you make to avoid or end the Charmed condition on yourself.\n\nFury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your Proficiency Bonus.\n  You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can use it no more than once per turn.\n\nNimble Escape: You can take the Disengage or Hide action as a Bonus Action.","type":"Species Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]}],"backgrounds":[{"id":"acolyte","name":"Acolyte","source":"Player's Handbook (2024) p. 178","description":"You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred grove. There you performed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest's instruction and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people who prayed there.\n\nSource:\tPlayer's Handbook (2024) p. 178","abilityScores":["Intelligence","Wisdom","Charisma"],"features":[{"id":"magic_initiate_(cleric)","name":"Magic Initiate (Cleric)","description":"You gain the following benefits.\n\nTwo Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).\n\nLevel 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.\n\nSpell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.\n\nRepeatable: You can take this feat more than once, but you must choose a different spell list each time.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Insight","Religion"],"toolProficiency":"Calligrapher's Supplies","equipment":["Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP","50 GP"]},{"id":"artisan","name":"Artisan","source":"Player's Handbook (2024) p. 178","description":"You began mopping floors and scrubbing counters in an artisan's workshop for a few coppers per day as soon as you were strong enough to carry a bucket. When you were old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer. Your trade has also given you a keen eye for detail.\n\nSource:\tPlayer's Handbook (2024) p. 178","abilityScores":["Strength","Dexterity","Intelligence"],"features":[{"id":"crafter","name":"Crafter","description":"You gain the following benefits.\n\nTool Proficiency. You gain proficiency with three different Artisan's Tools of your choice from the Fast Crafting table.\n\nDiscount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.\n\nFast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.\n\nFast Crafting Table:\nArtisan's Tools | Crafted Gear\nCarpenter's Tools | Ladder, Torch\nLeatherworker's Tools | Crossbow Bolt Case, Map or Scroll Case, Pouch\nMason's Tools | Block and Tackle\nPotter's Tools | Jug, Lamp\nSmith's Tools | Ball Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot\nTinker's Tools | Bell, Shovel, Tinderbox\nWeaver's Tools | Basket, Rope, Net, Tent\nWoodcarver's Tools | Club, Greatclub, Quarterstaff\n\nSource:\tPlayer's Handbook (2024) p. 200","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Investigation","Persuasion"],"toolProficiency":"Choose one kind of Artisan's Tools","equipment":["Artisan's Tools (same as above), 2 Pouches, Traveler's Clothes, 32 GP","50 GP"]},{"id":"charlatan","name":"Charlatan","source":"Player's Handbook (2024) p. 179","description":"Once you were old enough to order an ale. you soon had a favorite stool in every tavern within ten miles of where you were born. As you traveled the circuit from public house to watering hole, you learned to prey on unfortunates who were in the market for a comforting lie or two-perhaps a sham potion or forged ancestry records.\n\nSource:\tPlayer's Handbook (2024) p. 179","abilityScores":["Dexterity","Constitution","Charisma"],"features":[{"id":"skilled","name":"Skilled","description":"You gain proficiency in any combination of three skills or tools of your choice.\n\nRepeatable: You can take this feat more than once.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Deception","Sleight of Hand"],"toolProficiency":"Forgery Kit","equipment":["Forgery Kit, Costume, Fine Clothes, 15 GP","50 C p"]},{"id":"criminal","name":"Criminal","source":"Player's Handbook (2024) p. 179","description":"You eked out a living in dark alleyways. cutting purses or burgling shops. Perhaps you were part of a small gang of like-minded wrongdoers who looked out for each other. Or maybe you were a lone wolf. fending for yourself against the local thieves' guild and more fearsome lawbreakers.\n\nSource:\tPlayer's Handbook (2024) p. 179","abilityScores":["Dexterity","Constitution","Intelligence"],"features":[{"id":"alert","name":"Alert","description":"You gain the following benefits.\n\nInitiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.\n\nInitiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.\n\nSource:\tPlayer's Handbook (2024) p. 200","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Sleight of Hand","Stealth"],"toolProficiency":"Thieves' Tools","equipment":["2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP","50 GP"]},{"id":"entertainer","name":"Entertainer","source":"Player's Handbook (2024) p. 180","description":"You spent much of your youth following roving fairs and carnivals, performing odd jobs for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to play a lute in a distinct style, or how to recite poetry with impeccable diction. To this day, you thrive on applause and long for the stage.\n\nSource:\tPlayer's Handbook (2024) p. 180","abilityScores":["Strength","Dexterity","Charisma"],"features":[{"id":"musician","name":"Musician","description":"You gain the following benefits.\n\nInstrument Training: You gain proficiency with three Musical Instruments of your choice.\n\nEncouraging Song: As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Acrobatics","Performance"],"toolProficiency":"Choose one kind of Musical Instrument","equipment":["Musical Instrument (same as above), 2 Costumes, Mirror, Perfume, Traveler's Clothes, 11 GP","50 GP"]},{"id":"farmer","name":"Farmer","source":"Player's Handbook (2024) p. 180","description":"You grew up close to the land. Years tending animals and cultivating the earth rewarded you with patience and good health. You have a keen appreciation for nature's bounty alongside a healthy respect for nature's wrath.\n\nSource:\tPlayer's Handbook (2024) p. 180","abilityScores":["Strength","Constitution","Wisdom"],"features":[{"id":"tough","name":"Tough","description":"Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Animal Handling","Nature"],"toolProficiency":"Carpenter's Tools","equipment":["Sickle, Carpenter's Tools, Healer's Kit, Iron Pot, Shovel, Traveler's Clothes, 30 GP","50 GP"]},{"id":"guard","name":"Guard","source":"Player's Handbook (2024) p. 181","description":"Your feet ache when you remember the countless hours you spent at your post in the tower. You were trained to keep one eye looking outside the wall. watching for marauders sweeping from the nearby forest, and your other eye looking inside the wall. searching for cutpurses and troublemakers.\n\nSource:\tPlayer's Handbook (2024) p. 181","abilityScores":["Strength","Intelligence","Wisdom"],"features":[{"id":"alert","name":"Alert","description":"You gain the following benefits.\n\nInitiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.\n\nInitiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.\n\nSource:\tPlayer's Handbook (2024) p. 200","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Athletics","Perception"],"toolProficiency":"Choose one kind of Gaming Set","equipment":["Spear, Light Crossbow, 20 Bolts, Gaming Set (same as above), Hooded Lantern, Manacles, Quiver, Traveler's Clothes, 12 GP: or","50 GP"]},{"id":"guide","name":"Guide","source":"Player's Handbook (2024) p. 181","description":"You came of age outdoors, far from settled lands. Your home was anywhere you chose to spread you r bedroll. There are wonders in the wilderness strange monsters, pristine forests and streams, overgrown ruins of great halls once trod by giants and you learned to fend for yourself as you explored them. From time to time, you guided friendly nature priests who instructed you in the fundamentals of channeling the magic of the wild.\n\nSource:\tPlayer's Handbook (2024) p. 181","abilityScores":["Dexterity","Constitution","Wisdom"],"features":[{"id":"magic_initiate_(druid)","name":"Magic Initiate (Druid)","description":"You gain the following benefits.\n\nTwo Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).\n\nLevel 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.\n\nSpell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.\n\nRepeatable. You can take this feat more than once, but you must choose a different spell list each time.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Stealth","Survival"],"toolProficiency":"Cartographer's Tools","equipment":["Shortbow, 20 Arrows, Cartographer's Tools, Bedroll, Quiver, Tent, Traveler's Clothes, 3 GP","50 GP"]},{"id":"hermit","name":"Hermit","source":"Player's Handbook (2024) p. 182","description":"You spent your early years secluded in a hut or monastery located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest and those who would occasionally visit to bring news of the outside world and supplies. The solitude allowed you to spend many hours pondering the mysteries of creation.\n\nSource:\tPlayer's Handbook (2024) p. 182","abilityScores":["Constitution","Wisdom","Charisma"],"features":[{"id":"healer","name":"Healer","description":"You gain the following benefits.\n\nBattle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.\n\nHealing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Medicine","Religion"],"toolProficiency":"Herbalism Kit","equipment":["Quarterstaff, Herbalism Kit, Bedroll, Book (philosophy), Lamp, Oil (3 flask s), Traveler's Clothes, 16 GP","50 GP"]},{"id":"merchant","name":"Merchant","source":"Player's Handbook (2024) p. 182","description":"You were apprenticed to a trader, caravan master, or shopkeeper, learning the fundamentals of commerce. You traveled broadly, and you earned a living by buying and selling t he raw materials artisans need to practice their craft or finished works from such crafters. You might have transported goods from one place to another (by ship, wagon, or caravan) or bought them from traveling traders and sold them in your own shop.\n\nSource:\tPlayer's Handbook (2024) p. 182","abilityScores":["Constitution","Intelligence","Charisma"],"features":[{"id":"lucky","name":"Lucky","description":"You gain the following benefits.\n\nLuck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.\n\nAdvantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.\n\nDisadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Animal Handling","Persuasion"],"toolProficiency":"Navigator's Tools","equipment":["Navigator's Tools, 2 Pouches, Traveler's Clothes, 22 GP","50 GP"]},{"id":"noble","name":"Noble","source":"Player's Handbook (2024) p. 183","description":"You were raised in a castle, surrounded by wealth, power, and privilege. Your family of minor aristocrats ensured that you received a first-class education, some of which you appreciated and some of which you resented. Your time in the castle. especially the many hours you spent observing your family at court, also taught you a great deal about leadership.\n\nSource:\tPlayer's Handbook (2024) p. 183","abilityScores":["Strength","Intelligence","Charisma"],"features":[{"id":"skilled","name":"Skilled","description":"You gain proficiency in any combination of three skills or tools of your choice.\n\nRepeatable. You can take this feat more than once.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["History","Persuasion"],"toolProficiency":"Choose one kind of Gaming Set","equipment":["Gaming Set (same as above), Fine Clothes, Per fume, 29 GP","50 GP"]},{"id":"sage","name":"Sage","source":"Player's Handbook (2024) p. 183","description":"You spent your formative years traveling between manors and monasteries, performing various odd jobs and services in exchange for access to their libraries. You whiled away many a long evening studying books and scrolls, learning the lore of the multiverse- even the rudiments of magic- and your mind yearns for more.\n\nSource:\tPlayer's Handbook (2024) p. 183","abilityScores":["Constitution","Intelligence","Wisdom"],"features":[{"id":"magic_initiate_(wizard)","name":"Magic Initiate (Wizard)","description":"You gain the following benefits.\n\nTwo Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).\n\nLevel 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.\n\nSpell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.\n\nRepeatable. You can take this feat more than once, but you must choose a different spell list each time.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Arcana","History"],"toolProficiency":"Calligrapher's Supplies","equipment":["Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP","50 GP"]},{"id":"sailor","name":"Sailor","source":"Player's Handbook (2024) p. 184","description":"You lived as a seafarer, wind at your back and decks swaying beneath your feet. You've perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.\n\nSource:\tPlayer's Handbook (2024) p. 184","abilityScores":["Strength","Dexterity","Wisdom"],"features":[{"id":"tavern_brawler","name":"Tavern Brawler","description":"You gain the following benefits.\n\nEnhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike.\n\nDamage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.\n\nImprovised Weaponry. You have proficiency with improvised weapons.\n\nPush. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Acrobatics","Perception"],"toolProficiency":"Navigator's Tools","equipment":["Dagger, Navigator's Tools, Rope, Traveler's Clothes, 20 GP","50 GP"]},{"id":"scribe","name":"Scribe","source":"Player's Handbook (2024) p. 184","description":"You spent formative years in a scriptorium, a monastery dedicated to the preservation of knowledge, or a government agency, where you learned to write with a clear hand and produce finely written texts. Perhaps you scribed government documents or copied tomes of literature. You might have some skill as a writer of poetry, narrative, or scholarly research. Above all, you have a careful attention to detail, helping you avoid introducing mistake\u00b7s to the documents you copy and create.\n\nSource:\tPlayer's Handbook (2024) p. 184","abilityScores":["Dexterity","Intelligence","Wisdom"],"features":[{"id":"skilled","name":"Skilled","description":"You gain proficiency in any combination of three skills or tools of your choice.\n\nRepeatable. You can take this feat more than once.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Investigation","Perception"],"toolProficiency":"Calligrapher's Supplies","equipment":["Calligrapher's Supplies, Fine Clothes, Lamp, Oil (3 flasks), Parchment (12 sheets), 23 GP","50 GP"]},{"id":"soldier","name":"Soldier","source":"Player's Handbook (2024) p. 185","description":"You began training for war as soon as you reached adulthood and carry precious few memories of life before you took up arms. Battle is in your blood. Sometimes you catch yourself reflexively performing the basic fighting exercises you learned first. Eventually, you put that training to use on the battlefield. protecting the realm by waging war.\n\nSource:\tPlayer's Handbook (2024) p. 185","abilityScores":["Strength","Dexterity","Constitution"],"features":[{"id":"savage_attacker","name":"Savage Attacker","description":"You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Athletics","Intimidation"],"toolProficiency":"Choose one kind of Gaming Set","equipment":["Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP","50 GP"]},{"id":"wayfarer","name":"Wayfarer","source":"Player's Handbook (2024) p. 185","description":"You grew up on the streets surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals. You slept where you could and did odd jobs for food. At times, when the hunger became unbearable, you resorted to theft. Still, you never lost your pride and never abandoned hope. Fate is not yet finished with you.\n\nSource:\tPlayer's Handbook (2024) p. 185","abilityScores":["Dexterity","Wisdom","Charisma"],"features":[{"id":"lucky","name":"Lucky","description":"You gain the following benefits.\n\nLuck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.\n\nAdvantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.\n\nDisadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Insight","Stealth"],"toolProficiency":"Thieves' Tools","equipment":["2 Daggers, Thieves' Tools, Gaming Set (any), Bedroll, 2 Pouches, Traveler's Clothes, 16 GP","50 GP"]},{"id":"custom_background","name":"Custom Background","source":"A character's background represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an existing one from the Player's Handbook can reflect the particular theme of your campaign or elements of your world. You can also create a background to help a player craft the story they have in mind for their character.","description":"A character's background represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an existing one from the Player's Handbook can reflect the particular theme of your campaign or elements of your world. You can also create a background to help a player craft the story they have in mind for their character.","abilityScores":[],"features":[{"id":"background_feature_custom_background","name":"Background Feature","description":"A character's background represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an existing one from the Player's Handbook can reflect the particular theme of your campaign or elements of your world. You can also create a background to help a player craft the story they have in mind for their character.","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":[],"toolProficiency":"Choose one tool used in the practice of the background or often associated with it.","equipment":[]},{"id":"carouser","name":"Carouser","source":"Astarion's Book of Hungers","description":"You grew to adulthood in the beating heart of a large city, such as Baldur's Gate. You spent countless evenings in taverns, playhouses, parlors, and gambling dens, savoring all the city had to offer. You're a natural at interacting with people to learn their secrets, whether over a high-stakes game or at a high-class soiree. You might have been thrown out of establishment or ten, but only by people who don't know how to party.\n\nSource:\tAstarion's Book of Hungers","abilityScores":["Dexterity","Intelligence","Charisma"],"features":[{"id":"tireless_reveler","name":"Tireless Reveler","description":"When an ally you can see within 60 feet of yourself expends Heroic Inspiration, you can gain Heroic Inspiration if you lack it. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Deception","Persuasion"],"toolProficiency":"Choose one kind of Gaming Set","equipment":["50 GP"]},{"id":"vampire_devotee","name":"Vampire Devotee","source":"Astarion's Book of Hungers","description":"You were in service to a vampire or a small group of vampires lairing together. The Undead drank your blood more times than you can count. You might have served willingly, perhaps with aspirations of one day becoming a vampire yourself. Or you might have been magically charmed and retain only a few muddled memories of your time as a vampire familiar. In either case, your time in the vampire den is over.\n\nSource:\tAstarion's Book of Hungers","abilityScores":["Strength","Constitution","Charisma"],"features":[{"id":"vampire's_plaything","name":"Vampire's Plaything","description":"You gain the following benefits.\n\nDecanting. When you finish a Long Rest, you can create one Potion of Healing or an Antitoxin, as long as you have an empty vial or flask. These liquids evaporate when you finish another Long Rest.\n\nTimely Retreat. You can take a Bonus Action to take the Dash action or the Disengage action. You can use this benefit a number of times equal to your Proficiency Bonus, and you recover all expended uses when you finish a Long Rest.\n\nVampiric Connection. The DM determines the fate of your former vampire master. While you and your former vampire master are on the same plane of existence, the vampire can communicate with you telepathically, and you can choose to allow the vampire to perceive through your senses.","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Persuasion","Stealth"],"toolProficiency":"Cook's Utensils","equipment":["50 GP"]},{"id":"vampire_survivor","name":"Vampire Survivor","source":"Astarion's Book of Hungers","description":"You witnessed or survived a vampire attack. You might have been directly involved in this confrontation, or perhaps you were frozen in terror by what you saw. Regardless, you remain vigilant for monster attacks and pride yourself on being ready for anything. No vampire will catch you or your allies by surprise again.\n\nSource:\tAstarion's Book of Hungers","abilityScores":["Dexterity","Constitution","Wisdom"],"features":[{"id":"vampire_hunter","name":"Vampire Hunter","description":"You gain the following benefits.\n\nAdroit Escape. You have Advantage on checks to escape from nonmagical restraints or the Grappled condition.\n\nVitality Ward. When you take Necrotic damage, you can take a Reaction to mitigate the damage. Roll a number of d6s equal to your Proficiency Bonus, and add them together. Reduce the Necrotic damage you take by this total. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Insight","Religion"],"toolProficiency":"Woodcarver's Tools","equipment":["50 GP"]},{"id":"chondathan_freebooter","name":"Chondathan Freebooter","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 28","description":"Though most youths in Chondath accept their four-year term of compulsory military service, you bristled at that authoritarian attempt to control your life. You forsook your nationhood, discarded your given name, and worked as a freebooter with the first ship that would have you. Since then, you've traveled the Vilhon Reach. Though you've never sailed more than a few dozen leagues from land, you make up for it with deep local connections and the breadth of your experiences.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 28","abilityScores":["Strength","Dexterity","Wisdom"],"features":[{"id":"skilled","name":"Skilled","description":"You gain proficiency in any combination of three skills or tools of your choice.\n\nRepeatable: You can take this feat more than once.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Athletics","Sleight of Hand"],"toolProficiency":"Weaver's Tools","equipment":["Dagger, Weaver's Tools, Backpack, Ball Bearings, Basket, Bedroll, Bucket, Rations (3 days' worth), Rope, Signal Whistle, Traveler's Clothes, 38 GP","50 GP"]},{"id":"dead_magic_dweller","name":"Dead Magic Dweller","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p .28","description":"The dead magic zones of the Anauroch desert are anathema to spellcasters and monsters that rely on magic\u2014which is exactly why you made your life there. Perhaps you're on the run from Red Wizards, or you ran afoul of a powerful djinni in Calimshan. Whatever the case, you decided that living in Anauroch was your best option. After long months or years, you're stronger, wiser, and armed with hard-earned knowledge of desert medicine and wasteland survival.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p .28","abilityScores":["Strength","Constitution","Wisdom"],"features":[{"id":"healer","name":"Healer","description":"You gain the following benefits.\n\nBattle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.\n\nHealing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Medicine","Survival"],"toolProficiency":"Leatherworker's Tools","equipment":["Greatclub, Leatherworker's Tools, Bedroll, Blanket, Healer's Kit, Pole, Rations (3 days' worth), Tent, Tinderbox, 5 Torches, Traveler's Clothes, Waterskin, 32 GP","50 GP"]},{"id":"dragon_cultist","name":"Dragon Cultist","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 29","description":"You are an initiate of the Cult of the Dragon. You discovered or were brought to a cell cult, where you exemplified the values honored by dragon cultists: duplicity, secrecy, and determination. In exchange for your oath to serve the cult, the cult offered you the company of fellow dragon worshipers, plus access to resources that might help further your studies in the realms of arcana and occultism.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 29","abilityScores":["Dexterity","Constitution","Intelligence"],"features":[{"id":"cult_of_the_dragon_initiate","name":"Cult of the Dragon Initiate","description":"You gain the following benefits.\n\nDragon's Tongue. You know Draconic. If you already know Draconic when you select this feat, you instead learn one language of your choice from the language tables in the Player's Handbook or Chapter 2 of this book.\n\nDragon's Terror. You can take a Magic action to instill terror in a creature you can see within 30 feet of yourself. The target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. If the target succeeds on the save or when the effect ends for a target, the target is immune to this effect for 24 hours.\n\nInspired by Fear. When you cause a creature to have the Frightened condition and you are the source of its fear, you can gain Heroic Inspiration if you lack it. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 37","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Deception","Stealth"],"toolProficiency":"Calligrapher's Supplies","equipment":["Calligrapher's Supplies, Dagger, Glass Bottle, Lamp, Manacles, Oil (5 flasks), 2 Pouches, Robe, Rope, 30 GP","50 GP"]},{"id":"emerald_enclave_caretaker","name":"Emerald Enclave Caretaker","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 29","description":"As a Caretaker with the Emerald Enclave, you take care of those who care for the world. Either alongside your fellow Emerald Enclave members or by yourself, you've learned essential skills for living with the land: how to track game, where to forage for useful herbs, and even how to forecast the weather. You use these talents to maintain the balance between civilization and the wilds and to rid the world of unnatural creatures.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 29","abilityScores":["Constitution","Intelligence","Wisdom"],"features":[{"id":"emerald_enclave_fledgling","name":"Emerald Enclave Fledgling","description":"You gain the following benefits.\n\nSpeak with Animals. You always have the Speak with Animals spell prepared and can cast it with any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). When you cast this spell as a Ritual, its duration is 8 hours.\n\nTag Team. When you take the Help action, you can switch places with a willing ally within 5 feet of yourself as part of that same action. This movement doesn't provoke Opportunity Attacks. You can't use this benefit if the ally has the Incapacitated condition.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 37","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Nature","Survival"],"toolProficiency":"Herbalism Kit","equipment":["Shortbow, 20 Arrows, Herbalism Kit, Bedroll, Blanket, Pouch, Tent, Traveler's Clothes, 13 GP","50 GP"]},{"id":"flaming_fist_mercenary","name":"Flaming Fist Mercenary","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 30","description":"The chief law enforcement branch of Baldur's Gate is the Flaming Fist, a brawny mercenary guild led by the city's grand duke. You once served as a Flaming Fist, where you learned how to preempt trouble with your intimidating stare and, when necessary, absorb deadly blows. Flaming Fist mercenaries, active or retired, are known as some of the toughest, most resilient warriors along the Sword Coast, and you seek to maintain that reputation.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 30","abilityScores":["Strength","Constitution","Charisma"],"features":[{"id":"tough","name":"Tough","description":"Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Intimidation","Perception"],"toolProficiency":"Smith's Tools","equipment":["Mace, Smith's Tools, Fine Clothes, Manacles, Portable Ram, 4 GP","50 GP"]},{"id":"genie_touched","name":"Genie Touched","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 30","description":"Although genies no longer rule Calimshan, genie magic is still common in your homeland. Perhaps you inadvertently summoned a djinni from a magic lamp, or maybe you came upon an oasis guarded by a marid. A dao might have saved you from a landslide, or you bargained with an efreeti for fleeting wealth. However your fate intersected with that of a genie, the experience left you with a keen eye, a silver tongue, and more than a touch of magic.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 30","abilityScores":["Dexterity","Wisdom","Charisma"],"features":[{"id":"magic_initiate_(wizard)","name":"Magic Initiate (Wizard)","description":"You gain the following benefits.\n\nTwo Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).\n\nLevel 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.\n\nSpell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.\n\nRepeatable. You can take this feat more than once, but you must choose a different spell list each time.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Perception","Persuasion"],"toolProficiency":"Glassblower's Tools","equipment":["Light Hammer, Glassblower's Tools, Fine Clothes, Lamp, Oil (3 flasks), Waterskin, 2 GP","50 GP"]},{"id":"harper","name":"Harper","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 31","description":"You accepted an invitation to join the Harpers, pledging an oath to uphold the Harper code and act in service to the common good. Like all Harpers, you understand the value of teamwork as well as when it's best to go it alone. Harper veterans have taught you the order's secrets\u2014magical melodies, special watchwords, and legerdemain\u2014and have entrusted you to use such knowledge to surveil and undermine the forces of evil.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 31","abilityScores":["Dexterity","Intelligence","Charisma"],"features":[{"id":"harper_agent","name":"Harper Agent","description":"You gain the following benefits.\n\nThieves' Cant. You know Thieves' Cant.\n\nInstrument Training. You gain proficiency with a Musical Instrument of your choice.\n\nDistracting Melody. When you take the Help action to assist an ally's attack roll, the enemy you're distracting can be within 30 feet of you, rather than within 5 feet of you, provided the enemy can see or hear you.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 37","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Performance","Sleight of Hand"],"toolProficiency":"Disguise Kit","equipment":["Disguise Kit, Bedroll, Costume, Grappling Hook, Rope, Traveler's Clothes, 14 GP","50 GP"]},{"id":"ice_fisher","name":"Ice Fisher","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 31","description":"You come from a proud line of ice fishers out of Ten-Towns in Icewind Dale. Catching knucklehead trout isn't the most glorious trade in the North, but it's an honest living. You've trained your senses for the slightest tug on the line, wrestled big trout out of ice-covered lakes, and gutted enough knucklehead trout to feed your village many times over. These experiences have toughened your body and mind for a life of adventuring.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 31","abilityScores":["Strength","Dexterity","Constitution"],"features":[{"id":"alert","name":"Alert","description":"When you roll Initiative, you can add your Proficiency Bonus to the roll. Additionally, you and allies within 5 feet of you can't be surprised.\n\nSource:\tPlayer's Handbook (2024) p. 200","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Animal Handling","Athletics"],"toolProficiency":"Woodcarver's Tools","equipment":["Woodcarver's Tools, Basket, Block and Tackle, Chain, Hunting Trap, Net, Pole, Rations (3 days' worth), Traveler's Clothes, 32 GP","50 GP"]},{"id":"knight_of_the_gauntlet","name":"Knight of the Gauntlet","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 32","description":"Not all who answer the call of a higher power are content to pore over scripture in a stuffy temple apse. You chose the path of the holy warrior by joining the Order of the Gauntlet. As a knight of the Gauntlet, you exercise righteous scorn for the forces of evil, unswerving camaraderie for your siblings in arms, and heartfelt compassion for the survivors of war. With weapon and holy symbol in hand, you've sworn not to rest until the light of justice has vanquished the shadow of chaos across Faer\u00fbn.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 32","abilityScores":["Strength","Intelligence","Wisdom"],"features":[{"id":"tyro_of_the_gauntlet","name":"Tyro of the Gauntlet","description":"You gain the following benefits.\n\nStand as One. When an ally within 5 feet of you is subjected to an effect that would push or pull it, you can take a Reaction to prevent that ally from being pushed or pulled. To receive this benefit, the ally can't have the Incapacitated condition.\n\nVigilant. When you take the Ready action, the next attack roll made against you has Disadvantage before the start of your next turn.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 38","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Athletics","Medicine"],"toolProficiency":"Smith's Tools","equipment":["Spear, Smith's Tools, Bullseye Lantern, Holy Symbol, Manacles, Oil (5 flasks), Tinderbox, Traveler's Clothes, 9 GP","50 GP"]},{"id":"lords_alliance_vassal","name":"Lords' Alliance Vassal","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 32","description":"You've pledged your loyalty to a member-city of the Lords' Alliance. As an Alliance agent, you must uphold the tenets of the Alliance and seek to increase safety and prosperity along the Sword Coast. You're sworn to bring honor and glory to your lord's house, whether that means securing trade roads for a merchant-lord of Waterdeep or vanquishing monsters upriver of Daggerford. You've trained in the arts of swordplay and statecraft and are as deft with a blade as you are with a quill.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 32","abilityScores":["Strength","Intelligence","Charisma"],"features":[{"id":"lords'_alliance_agent","name":"Lords' Alliance Agent","description":"You gain the following benefits.\n\nInspiring Strike. Once per turn when you score a Critical Hit against a creature, you can choose an ally within 30 feet of yourself who can see or hear you and who lacks Heroic Inspiration. That ally gains Heroic Inspiration.\n\nReassert Honor. When an enemy you can see deals damage to an ally of yours that is within 5 feet of you, you have Advantage on your next attack roll against that enemy before the end of your next turn.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 38","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Insight","Persuasion"],"toolProficiency":"Calligrapher's Supplies","equipment":["2 Javelins, Calligrapher's Supplies, Fine Clothes, Ink, 5 Ink Pens, Parchment (9 sheets), 13 GP","50 GP"]},{"id":"moonwell_pilgrim","name":"Moonwell Pilgrim","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 33","description":"Like many who hail from the Moonshae Isles, you grew up revering the blessed land, its unique gods, and the mysterious shrines called the moonwells. As a moonwell pilgrim, you undertook a quest to visit and commune with every moonwell on (or off) the map. Along your idyllic journeys, you collected a repertoire of Moonshavian folk songs, painted landscapes of enchanting vistas, and even learned how to wield a bit of primal magic.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 33","abilityScores":["Constitution","Wisdom","Charisma"],"features":[{"id":"magic_initiate_(druid)","name":"Magic Initiate (Druid)","description":"You learn two cantrips of your choice from the Druid spell list. You also learn one level 1 spell of your choice from that list. Wisdom is your spellcasting ability for these spells. You can cast the level 1 spell without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. You can also cast the spell using any spell slots you have.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Nature","Performance"],"toolProficiency":"Painter's Supplies","equipment":["Quarterstaff, Painter's Supplies, Bedroll, Bell, Pouch, Robe, String, Traveler's Clothes, Waterskin, 38 GP","50 GP"]},{"id":"mulhorandi_tomb_raider","name":"Mulhorandi Tomb Raider","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 33","description":"You grew up in a land of living god-kings, and as a child you were told countless stories of ancient empires and buried cities. In these tales, Mulhorand was a land overflowing with forgotten riches\u2014priceless treasures awaiting anyone cunning and brave enough to seek them out. You've taken it upon yourself to explore your homeland's crypts, tombs, and pyramids to reclaim your people's relics.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 33","abilityScores":["Dexterity","Constitution","Intelligence"],"features":[{"id":"lucky","name":"Lucky","description":"You have a number of Luck Points equal to your Proficiency Bonus and regain all expended Luck Points when you finish a Long Rest. You can spend a Luck Point to give yourself Advantage on an attack roll, ability check, or saving throw, or to impose Disadvantage on an attack roll made against you.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Investigation","Religion"],"toolProficiency":"Mason's Tools","equipment":["Dagger, Light Hammer, Mason's Tools, Backpack, Bedroll, Crowbar, Ladder, Pole, 2 Pouches, Rope, String, Tinderbox, 5 Torches, Traveler's Clothes, Waterskin 26 GP","50 GP"]},{"id":"mythalkeeper","name":"Mythalkeeper","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 34","description":"Mythals are sources of great magical power that can alter the Weave or even the very nature of reality. Most were constructed in antiquity, and many have since been damaged or gone dormant. As a mythalkeeper from the Dalelands, your first experience with a mythal was likely in the ruins of Myth Drannor. You roam Faer\u00fbn in search of other ruined places of power, hoping to learn more about the history and powers of mythals\u2014or even restore a malfunctioning one.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 34","abilityScores":["Intelligence","Wisdom","Charisma"],"features":[{"id":"crafter","name":"Crafter","description":"You gain proficiency with three different Artisan's Tools of your choice. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.\n\nSource:\tPlayer's Handbook (2024) p. 200","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Arcana","History"],"toolProficiency":"Jeweler's Tools","equipment":["Quarterstaff, Jeweler's Tools, Perfume, Pouch, Robe, Shovel, String, Waterskin, 16 GP","50 GP"]},{"id":"purple_dragon_squire","name":"Purple Dragon Squire","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 34","description":"You've pledged your life to the safety of Cormyr and sought admission to that realm's order of elite warriors: the Purple Dragon Knights. But before you have the chance to join the ranks officially, you must first serve as a knight's squire. You've found a liege willing to take you on and teach you the order's ways. Will you uphold the Purple Dragon Knights' ideals of glory, honor, and strength and prove yourself worthy of knighthood?\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 34","abilityScores":["Strength","Wisdom","Charisma"],"features":[{"id":"purple_dragon_rook","name":"Purple Dragon Rook","description":"You gain the following benefits.\n\nEntreat. You gain proficiency in one of the following skills: Insight, Performance, or Persuasion.\n\nRallying Cry. When you roll Initiative and don't have the Incapacitated condition, you can choose a number of creatures equal to your Proficiency Bonus that you can see within 30 feet of yourself. Those creatures gain Heroic Inspiration.\n\nOnce you use this benefit, you can't do so again until you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 38","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Animal Handling","Insight"],"toolProficiency":"Navigator's Tools","equipment":["Spear, Navigator's Tools, Fine Clothes, 9 GP","50 GP"]},{"id":"rashemi_wanderer","name":"Rashemi Wanderer","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 35","description":"You spent years wandering the highlands of Rashemen, a dangerous windswept heath that's dotted with ancient obelisks enchanted to imprison Fiends and home to dragons, gnolls, and other deadly creatures. Friendships are hard to find in such an isolated land, and you've learned to keep strangers at a distance.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 35","abilityScores":["Strength","Constitution","Charisma"],"features":[{"id":"tough","name":"Tough","description":"Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.\n\nSource:\tPlayer's Handbook (2024) p. 202","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Intimidation","Perception"],"toolProficiency":"Cartographer's Tools","equipment":["Cartographer's Tools, Backpack, Bedroll, Hooded Lantern, Oil (3 flasks), Rope, Tinderbox, Traveler's Clothes, Waterskin, 23 GP","50 GP"]},{"id":"shadowmasters_exile","name":"Shadowmasters Exile","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 35","description":"You trained your whole life to become a member of the Shadowmasters, the mysterious thieves' guild that controls the realm of Thesk from behind the scenes. Stealth and quick reflexes were just the start of your Shadowmaster education; you also needed to hone your ruthlessness to ensure the safety of the guild's secrets. But one wrong move led to your expulsion from the order. Now you must walk your own path.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 35","abilityScores":["Dexterity","Intelligence","Charisma"],"features":[{"id":"savage_attacker","name":"Savage Attacker","description":"You have trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll.\n\nSource:\tPlayer's Handbook (2024) p. 201","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Acrobatics","Stealth"],"toolProficiency":"Thieves' Tools","equipment":["2 Daggers, Thieves' Tools, Caltrops, Costume, Grappling Hook, Iron Spikes, Mirror, 2 Pouches, Rope, Traveler's Clothes, 3 GP","50 GP"]},{"id":"spellfire_initiate","name":"Spellfire Initiate","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 36","description":"You bear the gift of spellfire: a rare form of magic that channels the raw power of the Weave. Wielding spellfire takes a heavy toll on the body. You've trained both mind and body to efficiently wield this sacred power.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 36","abilityScores":["Constitution","Intelligence","Charisma"],"features":[{"id":"spellfire_spark","name":"Spellfire Spark","description":"You gain the following benefits.\n\nMagic Absorption. Once per turn, when you take damage from a spell or magical effect, you reduce the total damage taken by 1d4. You can't use this benefit if you have the Incapacitated condition.\n\nSpellfire Flame. You learn the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 38","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Arcana","Perception"],"toolProficiency":"Choose one kind of Gaming Set","equipment":["Gaming Set (same as above), Arcane Focus (Crystal or Wand), 2 Pouches, Traveler's Clothes, 36 GP","50 GP"]},{"id":"zhentarim_mercenary","name":"Zhentarim Mercenary","source":"Forgotten Realms: Heroes of Faer\u00fbn (2024) p. 36","description":"Maybe you needed the money. Maybe you longed for a family, no matter how dubious. Or maybe you're just good at getting the job done by any means necessary. Whatever your reason, you enlisted with the Zhentarim, the most notorious mercenary guild in the Realms. Though the Zhentarim's leaders insist the organization is more like a family than a shadowy syndicate, few families exhibit as much dishonesty, nepotism, and corruption as this one. You've honed your cunning, reflexes, and blade to climb the guild's ranks.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 36","abilityScores":["Strength","Dexterity","Charisma"],"features":[{"id":"zhentarim_ruffian","name":"Zhentarim Ruffian","description":"You gain the following benefits.\n\nExploit Opening. When you roll damage for an Opportunity Attack, you can roll the damage dice twice and use either roll against the target.\n\nFamily First. If you have Heroic Inspiration when you roll Initiative, you can expend it to give yourself and your allies Advantage on that Initiative roll.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024) p. 38","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Intimidation","Perception"],"toolProficiency":"Forgery Kit","equipment":["Club, Dagger, Forgery Kit, Fine Clothes, Hooded Lantern, Oil (3 flasks), 2 Pouches, String, Tinderbox, 11 GP","50 GP"]},{"id":"luthcheq_witch_hunter","name":"Luthcheq Witch Hunter","source":"Homebrew","description":"You were trained in the mage-hating city of Luthcheq to hunt those who wield the \"unnatural\" power of the Weave. You are a master of tracking, interrogation, and identifying the subtle signs of supernatural influence.\n\nSource:\tHomebrew","abilityScores":["Intelligence","Wisdom","Dexterity"],"features":[{"id":"alert","name":"Alert","description":"You gain the following benefits:\n\nInitiative Proficiency: When you roll Initiative, you can add your Proficiency Bonus to the roll.\nInitiative Swap: Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.\n\nSource:\tPlayer's Handbook (2024) p. 200","type":"Background Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"skillProficiencies":["Investigation","Insight"],"toolProficiency":"Thieves' Tools","equipment":["Traveler's clothes, Thieves' tools, Hunting trap, Weighted manacle, Silvered badge, Pouch (15 gp)","50 GP"]}],"classes":[{"id":"barbarian","name":"Barbarian","source":"Unknown","description":"Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion\u2014and not limited to anger\u2014this Rage is an incarnation of a predator's ferocity, a storm's fury, and a sea's turmoil.\n\tSome Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.\n\tBarbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don't have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.\n\nSource:\tPlayer's Handbook (2024) p. 51","primaryAbility":{"logic":"SINGLE","abilities":{"Strength":"required"}},"hitPointDie":"1d12","hitPointsAtLevel1":"12 + Constitution","hitPointsPerLevel":"1d12 + Constitution","savingThrowProficiencies":["Strength","Constitution"],"skillProficiencies":["Animal Handling","Athletics","Intimidation","Nature","Perception","Survival"],"weaponProficiencies":"Simple Weapons, Martial Weapons","armorTraining":"Light Armor, Medium Armor, Shields","startingEquipmentOptions":["Greataxe, 4 Handaxes, Explorer's Pack, and 15 GP","75 GP"],"level":1,"numberOfSkills":2,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"Martial Weapons","multiclassArmorTraining":"Shields","spellcastingMultiplier":0,"spellAbility":"","classFeatures":{"1":[{"id":"1_Becoming A Barbarian As A Level 1 Character_Barbarian","name":"Becoming A Barbarian As A Level 1 Character","description":"As a 1st-level Barbarian, you begin play with 12 + your Constitution modifier hit points.\n\nCore Barbarian Traits\nPrimary Ability: Strength\nHit Point Die: D12 per Barbarian level\nSaving Throw Proficiencies: Strength and Constitution\nSkill Proficiencies: Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival\nWeapon Proficiencies: Simple and Martial weapons\nArmor Training: Light and Medium armor and Shields\nStarting Equipment: Choose A or B: (A) Greataxe, 4 Handaxes, Explorer's Pack, and 15 GP; or (B) 75 GP\n\nSource:\tPlayer's Handbook (2024) p. 51","type":"Barbarian Class Feature","prerequisiteList":[],"customFields":{"Rage":{"1":2,"3":3,"6":4,"12":5,"17":6,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Barbarian As A Multiclass Character_Barbarian","name":"Becoming A Barbarian As A Multiclass Character","description":"Core Barbarian Traits\nHit Point Die: D12 per Barbarian level\nWeapon Proficiencies: Martial weapons\nArmor Training: Shields\n\nSource:\tPlayer's Handbook (2024) p. 51","type":"Barbarian Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"subClasses":{"3":[{"subClassId":"3_Barbarian_path_of_the_berserker","name":"Path of the Berserker","source":"Path of the Berserker","description":"Channel Rage into Violent Fury\n\nBarbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.\n\nSource:\tPlayer's Handbook (2024) p. 54","features":{"3":[{"id":"3_Level 3: Frenzy (Path of the Berserker)_Path of the Berserker","name":"Level 3: Frenzy (Path of the Berserker)","description":"If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.\n\nSource:\tPlayer's Handbook (2024) p. 54","type":"Path of the Berserker Feature","prerequisiteList":[],"customFields":{"Warrior of the Gods":{"3":4,"6":5,"12":6,"17":7,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Mindless Rage (Path of the Berserker)_Path of the Berserker","name":"Level 6: Mindless Rage (Path of the Berserker)","description":"You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.\n\nSource:\tPlayer's Handbook (2024) p. 54","type":"Path of the Berserker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"10":[{"id":"10_Level 10: Retaliation (Path of the Berserker)_Path of the Berserker","name":"Level 10: Retaliation (Path of the Berserker)","description":"When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.\n\nSource:\tPlayer's Handbook (2024) p. 54","type":"Path of the Berserker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"14":[{"id":"14_Level 14: Intimidating Presence (Path of the Berserker)_Path of the Berserker","name":"Level 14: Intimidating Presence (Path of the Berserker)","description":"As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 54","type":"Path of the Berserker Feature","prerequisiteList":[],"customFields":{"Intimidating Presence":{"14":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}]},"additionalSpells":{}},{"subClassId":"3_Barbarian_path_of_the_wild_heart","name":"Path of the Wild Heart","source":"Path of the Wild Heart","description":"Walk in Community with the Animal World\n\nBarbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.\n\nSource:\tPlayer's Handbook (2024) p. 55","features":{"3":[{"id":"3_Level 3: Animal Speaker (Path of the Wild Heart)_Path of the Wild Heart","name":"Level 3: Animal Speaker (Path of the Wild Heart)","description":"You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them.\n\nSource:\tPlayer's Handbook (2024) p. 55","type":"Path of the Wild Heart Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Rage of the Wilds (Path of the Wild Heart)_Path of the Wild Heart","name":"Level 3: Rage of the Wilds (Path of the Wild Heart)","description":"Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.\n\nBear. While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.\n\nEagle. When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those actions.\n\nWolf. While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.\n\nSource:\tPlayer's Handbook (2024) p. 55","type":"Path of the Wild Heart Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"6":[{"id":"6_Level 6: Aspect of the Wilds (Path of the Wild Heart)_Path of the Wild Heart","name":"Level 6: Aspect of the Wilds (Path of the Wild Heart)","description":"You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.\n\nOwl. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.\n\nPanther. You have a Climb Speed equal to your Speed.\n\nSalmon. You have a Swim Speed equal to your Speed.\n\nSource:\tPlayer's Handbook (2024) p. 55","type":"Path of the Wild Heart Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"10":[{"id":"10_Level 10: Nature Speaker (Path of the Wild Heart)_Path of the Wild Heart","name":"Level 10: Nature Speaker (Path of the Wild Heart)","description":"You can cast the Commune with Nature spell but only as a Ritual. Wisdom is your spellcasting ability for it.\n\nSource:\tPlayer's Handbook (2024) p. 55","type":"Path of the Wild Heart Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Power of the Wilds (Path of the Wild Heart)_Path of the Wild Heart","name":"Level 14: Power of the Wilds (Path of the Wild Heart)","description":"Whenever you activate your Rage, you gain one of the following options of your choice.\n\nFalcon. While your Rage is active, you have a Fly Speed equal to your Speed if you aren't wearing any armor.\n\nLion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.\n\nRam. While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.\n\nSource:\tPlayer's Handbook (2024) p. 55","type":"Path of the Wild Heart Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Barbarian_path_of_the_world_tree","name":"Path of the World Tree","source":"Path of the World Tree","description":"Trace the Roots and Branches of the Multi verse\n\nBarbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.\n\nSource:\tPlayer's Handbook (2024) p. 56","features":{"3":[{"id":"3_Level 3: Vitality of the Tree (Path of the World Tree)_Path of the World Tree","name":"Level 3: Vitality of the Tree (Path of the World Tree)","description":"Your Rage taps into the life force of the World Tree. You gain the following benefits:\n\nVitality Surge. When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.\n\nLife-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.\n\nSource:\tPlayer's Handbook (2024) p. 56","type":"Path of the World Tree Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Branches of the Tree (Path of the World Tree)_Path of the World Tree","name":"Level 6: Branches of the Tree (Path of the World Tree)","description":"Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its Speed to 0 until the end of the current turn.\n\nSource:\tPlayer's Handbook (2024) p. 56","type":"Path of the World Tree Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"10":[{"id":"10_Level 10: Battering Roots (Path of the World Tree)_Path of the World Tree","name":"Level 10: Battering Roots (Path of the World Tree)","description":"During your turn, your reach is 10 feet greater with any Melee weapon that has the Heavy or Versatile property, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to a different mastery property you're using with that weapon.\n\nSource:\tPlayer's Handbook (2024) p. 56","type":"Path of the World Tree Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Travel Along The Tree (Path of the World Tree)_Path of the World Tree","name":"Level 14: Travel Along The Tree (Path of the World Tree)","description":"When you activate your Rage and as a Bonus Action while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.\n\tIn addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space.\n\nSource:\tPlayer's Handbook (2024) p. 56","type":"Path of the World Tree Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}]},"additionalSpells":{}},{"subClassId":"3_Barbarian_path_of_the_zealot","name":"Path of the Zealot","source":"Path of the Zealot","description":"Rage in Ecstatic Union with a God\n\nBarbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.\n\nSource:\tPlayer's Handbook (2024) p. 57","features":{"3":[{"id":"3_Level 3: Divine Fury (Path of the Zealot)_Path of the Zealot","name":"Level 3: Divine Fury (Path of the Zealot)","description":"You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.\n\nSource:\tPlayer's Handbook (2024) p. 57","type":"Path of the Zealot Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Warrior of the Gods (Path of the Zealot)_Path of the Zealot","name":"Level 3: Warrior of the Gods (Path of the Zealot)","description":"A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll's total.\n\tYour pool regains all expended dice when you finish a Long Rest.\n\tThe pool's maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice).\n\nSource:\tPlayer's Handbook (2024) p. 57","type":"Path of the Zealot Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"6":[{"id":"6_Level 6: Fanatical Focus (Path of the Zealot)_Path of the Zealot","name":"Level 6: Fanatical Focus (Path of the Zealot)","description":"Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll.\n\nSource:\tPlayer's Handbook (2024) p. 57","type":"Path of the Zealot Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"10":[{"id":"10_Level 10: Zealous Presence (Path of the Zealot)_Path of the Zealot","name":"Level 10: Zealous Presence (Path of the Zealot)","description":"As a Bonus Action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain Advantage on attack rolls and saving throws until the start of your next turn.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 57","type":"Path of the Zealot Feature","prerequisiteList":[],"customFields":{"Zealous Presence":{"10":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"14":[{"id":"14_Level 14: Rage of the Gods (Path of the Zealot)_Path of the Zealot","name":"Level 14: Rage of the Gods (Path of the Zealot)","description":"When you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 Hit Points. Once you use this feature, you can't do so again until you finish a Long Rest.\n\tWhile in this form, you gain the benefits below.\n\nFlight. You have a Fly Speed equal to your Speed and can hover.\n\nResistance. You have Resistance to Necrotic, Psychic, and Radiant damage.\n\nRevivification. When a creature within 30 feet of you would drop to 0 Hit Points. you can take a Reaction to expend a use of your Rage to instead change the target's Hit Points to a number equal to your Barbarian level.\n\nSource:\tPlayer's Handbook (2024) p. 57","type":"Path of the Zealot Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}]},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}},{"id":"bard","name":"Bard","source":"Unknown","description":"Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to harness those words, which transcend any language.\n\tAnything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things, including performing music, working magic, and making jests.\n\tA Bard's life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But Bards' depth of knowledge and mastery of magic sets them apart.\n\nSource:\tPlayer's Handbook (2024) p. 59","primaryAbility":{"logic":"SINGLE","abilities":{"Charisma":"required"}},"hitPointDie":"1d8","hitPointsAtLevel1":"8 + Constitution","hitPointsPerLevel":"1d8 + Constitution","savingThrowProficiencies":["Dexterity","Charisma"],"skillProficiencies":["Acrobatics","Animal Handling","Arcana","Athletics","Deception","History","Insight","Intimidation","Investigation","Medicine","Nature","Perception","Performance","Persuasion","Religion","Sleight of Hand","Stealth","Survival"],"weaponProficiencies":"Simple Weapons","armorTraining":"Light Armor","startingEquipmentOptions":["Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP"],"level":1,"numberOfSkills":3,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"Simple Weapons","multiclassArmorTraining":"Light Armor","spellcastingMultiplier":1,"spellAbility":"Charisma","classFeatures":{"1":[{"id":"1_Becoming A Bard As A Level 1 Character_Bard","name":"Becoming A Bard As A Level 1 Character","description":"As a 1st-level Bard, you begin play with 8 + your Constitution modifier hit points.\n\nCore Bard Traits\nPrimary Ability: Charisma\nHit Point Die: D8 per Bard level\nSaving Throw Proficiencies: Dexterity and Charisma\nSkill Proficiencies: Choose any 3 skills (see chapter 1)\nWeapon Proficiencies: Simple weapons\nTool Proficiencies: Choose 3 Musical Instruments (see chapter 6)\nArmor Training: Light armor\nStarting Equipment: Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP; or (8) 90 GP\n\nSource:\tPlayer's Handbook (2024) p. 59","type":"Bard Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Bard As A Multiclass Character_Bard","name":"Becoming A Bard As A Multiclass Character","description":"Core Bard Traits\nPrimary Ability: Charisma\nHit Point Die: D8 per Bard level\nSkill Proficiencies: proficiency in one skill of your choice\nTool Proficiencies: proficiency with one Musical Instrument of your choice\nArmor Training: Light armor\n\nSource:\tPlayer's Handbook (2024) p. 59","type":"Bard Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Level1Spellcasting_Bard","name":"Level 1: Spellcasting","description":"You have learned to cast spells. See the Spellcasting section for the general rules of spellcasting and your class table for the number of spell slots you have at each level.","type":"Bard Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"","spellSlotsPerLevel":{"1":[2],"2":[3],"3":[4,2],"4":[4,3],"5":[4,3,2],"6":[4,3,3],"7":[4,3,3,1],"8":[4,3,3,2],"9":[4,3,3,3,1],"10":[4,3,3,3,2],"11":[4,3,3,3,2,1],"12":[4,3,3,3,2,1],"13":[4,3,3,3,2,1,1],"14":[4,3,3,3,2,1,1],"15":[4,3,3,3,2,1,1,1],"16":[4,3,3,3,2,1,1,1],"17":[4,3,3,3,2,1,1,1,1],"18":[4,3,3,3,3,1,1,1,1],"19":[4,3,3,3,3,2,1,1,1],"20":[4,3,3,3,3,2,2,1,1]},"preparedSpells":{"1":4,"2":5,"3":6,"4":7,"5":9,"6":10,"7":11,"8":12,"9":14,"10":15,"11":16,"12":16,"13":17,"14":17,"15":18,"16":18,"17":19,"18":20,"19":21,"20":22},"cantrips":{"1":2,"2":2,"3":2,"4":3,"5":3,"6":3,"7":3,"8":3,"9":3,"10":4,"11":4,"12":4,"13":4,"14":4,"15":4,"16":4,"17":4,"18":4,"19":4,"20":4}}]},"subClasses":{"3":[{"subClassId":"3_Bard_college_of_dance","name":"College of Dance","source":"College of Dance","description":"Move in Harmony with the Cosmos\n\nBards of the College of Dance know that the Words of Creation can't be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.\n\nSource:\tPlayer's Handbook (2024) p. 64","features":{"3":[{"id":"3_Level 3: Dazzling Footwork (College of Dance)_College of Dance","name":"Level 3: Dazzling Footwork (College of Dance)","description":"While you aren't wearing armor or wielding a Shield, you gain the following benefits.\n\nDance Virtuoso. You have Advantage on any Charisma (Performance) check you make that involves you dancing.\n\nUnarmored Defense. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.\n\nAgile Strikes. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.\n\nBardic Damage. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike's normal damage. This roll doesn't expend the die.\n\nSource:\tPlayer's Handbook (2024) p. 64","type":"College of Dance Feature","prerequisiteList":[],"customFields":{"Level 6: Blessing of Moonlight":{"6":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"6":[{"id":"6_Level 6: Inspiring Movement (College of Dance)_College of Dance","name":"Level 6: Inspiring Movement (College of Dance)","description":"When an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction.\n\tNone of this feature's movement provokes Opportunity Attacks.\n\nSource:\tPlayer's Handbook (2024) p. 64","type":"College of Dance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"6_Level 6: Tandem Footwork (College of Dance)_College of Dance","name":"Level 6: Tandem Footwork (College of Dance)","description":"When you roll Initiative, you can expend one use of your Bardic Inspiration if you don't have the Incapacitated condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to Initiative equal to the number rolled.\n\nSource:\tPlayer's Handbook (2024) p. 64","type":"College of Dance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Leading Evasion (College of Dance)_College of Dance","name":"Level 14: Leading Evasion (College of Dance)","description":"When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.\n\tYou can't use this feature if you have the Incapacitated condition.\n\nSource:\tPlayer's Handbook (2024) p. 65","type":"College of Dance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Bard_college_of_glamour","name":"College of Glamour","source":"College of Glamour","description":"Weave Beguiling Fey Magic\n\nThe College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of longheld fears, and tug at the emotions of even the most hard-hearted listeners.\n\nSource:\tPlayer's Handbook (2024) p. 65","features":{"3":[{"id":"3_Level 3: Beguiling Magic (College of Glamour)_College of Glamour","name":"Level 3: Beguiling Magic (College of Glamour)","description":"You always have the Charm Person and Mirror Image spells prepared.\n\tIn addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\tOnce you use this benefit, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 65","type":"College of Glamour Feature","prerequisiteList":[],"customFields":{"Beguiling Magic":{"3":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Mantle of Inspiration (College of Glamour)_College of Glamour","name":"Level 3: Mantle of Inspiration (College of Glamour)","description":"You can weave fey magic into a song or dance to fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of Temporary Hit Points equal to two times the number rolled on the Bardic Inspiration die, and then each can use its Reaction to move up to its Speed without provoking Opportunity Attacks.\n\nSource:\tPlayer's Handbook (2024) p. 65","type":"College of Glamour Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"6":[{"id":"6_Level 6: Mantle of Majesty (College of Glamour)_College of Glamour","name":"Level 6: Mantle of Majesty (College of Glamour)","description":"You always have the Command spell prepared.\n\tAs a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without expending a spell slot.\n\tAny creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 65","type":"College of Glamour Feature","prerequisiteList":[],"customFields":{"Unbreakable Majesty":{"14":1,"recovery":{"shortRest":"1","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"14":[{"id":"14_Level 14: Unbreakable Majesty (College of Glamour)_College of Glamour","name":"Level 14: Unbreakable Majesty (College of Glamour)","description":"As a Bonus Action, you can assume a magically majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.\n\tOnce you assume this majestic presence, you can't do so again until you finish a Short or Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 65","type":"College of Glamour Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}]},"additionalSpells":{}},{"subClassId":"3_Bard_college_of_lore","name":"College of Lore","source":"College of Lore","description":"Plumb the Depths of Magical Knowledge\n\nBards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.\n\nSource:\tPlayer's Handbook (2024) p. 66","features":{"3":[{"id":"3_Level 3: Bonus Proficiencies (College of Lore)_College of Lore","name":"Level 3: Bonus Proficiencies (College of Lore)","description":"You gain proficiency with three skills of your choice.\n\nSource:\tPlayer's Handbook (2024) p. 66","type":"College of Lore Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Cutting Words (College of Lore)_College of Lore","name":"Level 3: Cutting Words (College of Lore)","description":"You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.\n\nSource:\tPlayer's Handbook (2024) p. 66","type":"College of Lore Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"6":[{"id":"6_Level 6: Magical Discoveries (College of Lore)_College of Lore","name":"Level 6: Magical Discoveries (College of Lore)","description":"You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table.\n\tYou always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.\n\nSource:\tPlayer's Handbook (2024) p. 66","type":"College of Lore Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Peerless Skill (College of Lore)_College of Lore","name":"Level 14: Peerless Skill (College of Lore)","description":"When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended.\n\nSource:\tPlayer's Handbook (2024) p. 67","type":"College of Lore Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Bard_college_of_valor","name":"College of Valor","source":"College of Valor","description":"Sing the Deeds of Ancient Heroes\n\nBards of the College of Valor are daring storytellers whose tales preserve the memory of t he great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn't pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.\n\nSource:\tPlayer's Handbook (2024) p. 67","features":{"3":[{"id":"3_Level 3: Combat Inspiration (College of Valor)_College of Valor","name":"Level 3: Combat Inspiration (College of Valor)","description":"You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects.\n\nDefense. When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.\n\nOffense. Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack's damage against the target.\n\nSource:\tPlayer's Handbook (2024) p. 67","type":"College of Valor Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"3_Level 3: Martial Training (College of Valor)_College of Valor","name":"Level 3: Martial Training (College of Valor)","description":"You gain proficiency with Martial weapons and training with Medium armor and Shields.\n\tIn addition, you can use a Simple or Martial weapon as a Spellcasting Focus to cast spells from your Bard spell list.\n\nSource:\tPlayer's Handbook (2024) p. 67","type":"College of Valor Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Extra Attack (College of Valor)_College of Valor","name":"Level 6: Extra Attack (College of Valor)","description":"You can attack twice instead of once whenever you take the Attack action on your turn.\n\tIn addition, you can cast one of your cant rips that has a casting time of an action in place of one of those attacks.\n\nSource:\tPlayer's Handbook (2024) p. 67","type":"College of Valor Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"14":[{"id":"14_Level 14: Battle Magic (College of Valor)_College of Valor","name":"Level 14: Battle Magic (College of Valor)","description":"After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.\n\nSource:\tPlayer's Handbook (2024) p. 67","type":"College of Valor Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}]},"additionalSpells":{}},{"subClassId":"3_Bard_college_of_the_moon","name":"College of the Moon","source":"College of the Moon","description":"Inspire Allies with Primal Tales\n\nThe College of the Moon traces its origins to the ancient druidic circles of the Moonshae Isles, who entrusted the first Bards of this tradition with chronicling the stories of the islands and their people. Bards of this college draw from the isles' fey magic and the primal power of the moonwells to bolster their allies, protect the natural world, and inspire their bardic works.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","features":{"3":[{"id":"3_Level 3: Moon's Inspiration (College of the Moon)_College of the Moon","name":"Level 3: Moon's Inspiration (College of the Moon)","description":"The primal and ever-changing power of the moon flows through you, granting you the following benefits.\n\nInspired Eclipse. When you take a Bonus Action to give a creature a Bardic Inspiration die, you can have the Invisible condition and teleport up to 30 feet to an unoccupied space you can see as part of that Bonus Action. This invisibility lasts until the start of your next turn and ends early immediately after you make an attack roll, deal damage, or cast a spell.\n\nLunar Vitality. Once per turn when you restore Hit Points to a creature with a spell, you can expend a Bardic Inspiration die and increase the amount of Hit Points restored by a number equal to a roll of the Bardic Inspiration die. The creature's Speed also increases by 10 feet until the end of its next turn.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"College of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Primal Lore (College of the Moon)_College of the Moon","name":"Level 3: Primal Lore (College of the Moon)","description":"You learn Druidic and one cantrip from the Druid spell list. It counts as a Bard spell for you but doesn't count against the number of cantrips you know. Whenever you gain a Bard level, you can replace this cantrip with another cantrip of your choice from the Druid spell list.\n\tAdditionally, choose one of the following skills: Animal Handling, Insight, Medicine, Nature, Perception, or Survival. You have proficiency in that skill.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"College of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Blessing of Moonlight (College of the Moon)_College of the Moon","name":"Level 6: Blessing of Moonlight (College of the Moon)","description":"You always have the Moonbeam spell prepared.\n\nWhen you cast Moonbeam, you can modify the spell so that you glow faintly while the spell is active. While glowing, you shed Dim Light out to 5 feet, and whenever a creature fails its saving throw against the effects of this Moonbeam, another creature of your choice that you can see within 60 feet of yourself regains 2d4 Hit Points.\n\tOnce you use this feature to modify a casting of Moonbeam, you can't use it again until you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"College of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Eventide's Splendor (College of the Moon)_College of the Moon","name":"Level 14: Eventide's Splendor (College of the Moon)","description":"You become suffused with the might of the moon, improving your Moon's Inspiration in the following ways.\n\nShadow of the New Moon. When you use Inspired Eclipse, the creature who received the Bardic Inspiration die can also have the Invisible condition and immediately take a Reaction to teleport up to 30 feet to an unoccupied space it can see. The creature remains Invisible until the start of its next turn.\n\nVibrance of the Full Moon. When you use Lunar Vitality, you can roll 1d6 and use the number rolled in place of expending a Bardic Inspiration die.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"College of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}]},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{},"slotsReset":"L"},{"id":"cleric","name":"Cleric","source":"Unknown","description":"Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes\u2014where gods dwell\u2014and channel it to bolster people and battle foes.\n\tBecause their power is a divine gift, Clerics typically associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn't rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer Planes.\n\tNot every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.\n\nSource:\tPlayer's Handbook (2024) p. 69","primaryAbility":{"logic":"SINGLE","abilities":{"Wisdom":"required"}},"hitPointDie":"1d8","hitPointsAtLevel1":"8 + Constitution","hitPointsPerLevel":"1d8 + Constitution","savingThrowProficiencies":["Wisdom","Charisma"],"skillProficiencies":["History","Insight","Medicine","Persuasion","Religion"],"weaponProficiencies":"Simple Weapons","armorTraining":"Light Armor, Medium Armor, Shields","startingEquipmentOptions":["Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP","110 GP"],"level":1,"numberOfSkills":2,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"Simple Weapons","multiclassArmorTraining":"Medium Armor","spellcastingMultiplier":1,"spellAbility":"Wisdom","classFeatures":{"1":[{"id":"1_Becoming A Cleric As A Level 1 Character_Cleric","name":"Becoming A Cleric As A Level 1 Character","description":"As a 1st-level Cleric, you begin play with 8 + your Constitution modifier hit points.\n\nCore Cleric Traits\nPrimary Ability: Wisdom\nHit Point Die: D8 per Cleric level\nSaving Throw Proficiencies: Wisdom and Charisma\nSkill Proficiencies: Choose 2: History, Insight, Medicine, Persuasion, or Religion\nWeapon Proficiencies: Simple weapons\nArmor Training: Light and Medium armor and Shields\nStarting Equipment: Choose A or 8: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP\n\nSource:\tPlayer's Handbook (2024) p. 69","type":"Cleric Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Cleric As A Multiclass Character_Cleric","name":"Becoming A Cleric As A Multiclass Character","description":"Core Cleric Traits\nPrimary Ability: Wisdom\nHit Point Die: D8 per Cleric level\nArmor Training: Light and Medium armor and Shields\n\nSource:\tPlayer's Handbook (2024) p. 69","type":"Cleric Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Level1Spellcasting_Cleric","name":"Level 1: Spellcasting","description":"You have learned to cast spells. See the Spellcasting section for the general rules of spellcasting and your class table for the number of spell slots you have at each level.","type":"Cleric Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"","spellSlotsPerLevel":{"1":[2],"2":[3],"3":[4,2],"4":[4,3],"5":[4,3,2],"6":[4,3,3],"7":[4,3,3,1],"8":[4,3,3,2],"9":[4,3,3,3,1],"10":[4,3,3,3,2],"11":[4,3,3,3,2,1],"12":[4,3,3,3,2,1],"13":[4,3,3,3,2,1,1],"14":[4,3,3,3,2,1,1],"15":[4,3,3,3,2,1,1,1],"16":[4,3,3,3,2,1,1,1],"17":[4,3,3,3,2,1,1,1,1],"18":[4,3,3,3,3,1,1,1,1],"19":[4,3,3,3,3,2,1,1,1],"20":[4,3,3,3,3,2,2,1,1]},"preparedSpells":{"1":4,"2":5,"3":6,"4":7,"5":9,"6":10,"7":11,"8":12,"9":14,"10":15,"11":16,"12":16,"13":17,"14":17,"15":18,"16":18,"17":19,"18":20,"19":21,"20":22},"cantrips":{"1":3,"2":3,"3":3,"4":4,"5":4,"6":4,"7":4,"8":4,"9":4,"10":5,"11":5,"12":5,"13":5,"14":5,"15":5,"16":5,"17":5,"18":5,"19":5,"20":5}}]},"subClasses":{"3":[{"subClassId":"3_Cleric_life_domain","name":"Life Domain","source":"Life Domain","description":"Soothe the Hurts of the World\n\nThe Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts.\n\tExistence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities. gods of healing or endurance. and gods of home and community. Religious orders of healing also seek the magic of this domain.\n\nSource:\tPlayer's Handbook (2024) p. 73","features":{"3":[{"id":"3_Level 3: Life Domain Spells (Life Domain)_Life Domain","name":"Level 3: Life Domain Spells (Life Domain)","description":"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.\n\nLife Domain Spells:\nCleric Level | Prepared Spells\n3 | Aid, Bless, Cure Wounds, Lesser Restoration\n5 | Mass Healing Word, Revivify\n7 | Aura of Life, Death Ward\n9 | Greater Restoration, Mass Cure Wounds\n\nSource:\tPlayer's Handbook (2024) p. 73","type":"Life Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Disciple of Life (Life Domain)_Life Domain","name":"Level 3: Disciple of Life (Life Domain)","description":"When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.\n\nSource:\tPlayer's Handbook (2024) p. 73","type":"Life Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Preserve Life (Life Domain)_Life Domain","name":"Level 3: Preserve Life (Life Domain)","description":"As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.\n\nSource:\tPlayer's Handbook (2024) p. 73","type":"Life Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"6":[{"id":"6_Level 6: Blessed Healer (Life Domain)_Life Domain","name":"Level 6: Blessed Healer (Life Domain)","description":"The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.\n\nSource:\tPlayer's Handbook (2024) p. 74","type":"Life Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"17":[{"id":"17_Level 17: Supreme Healing (Life Domain)_Life Domain","name":"Level 17: Supreme Healing (Life Domain)","description":"When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.\n\nSource:\tPlayer's Handbook (2024) p. 74","type":"Life Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Cleric_light_domain","name":"Light Domain","source":"Light Domain","description":"Bring Light to Banish Darkness\n\nThe Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities' discerning vision, charged with chasing away lies and burning away darkness.\n\tThe Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul's improvement.\n\nSource:\tPlayer's Handbook (2024) p. 74","features":{"3":[{"id":"3_Level 3: Light Domain Spells (Light Domain)_Light Domain","name":"Level 3: Light Domain Spells (Light Domain)","description":"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.\n\nLight Domain Spells:\nCleric Level | Prepared Spells\n3 | Burning Hands, Faerie Fire, Scorching Ray, See Invisibility\n5 | Daylight, Fireball\n7 | Arcane Eye, Wall of Fire\n9 | Flame Strike, Scrying\n\nSource:\tPlayer's Handbook (2024) p. 74","type":"Light Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Radiance of the Dawn (Light Domain)_Light Domain","name":"Level 3: Radiance of the Dawn (Light Domain)","description":"As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness-such as that created by the Darkness spell-in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.\n\nSource:\tPlayer's Handbook (2024) p. 74","type":"Light Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Warding Flare (Light Domain)_Light Domain","name":"Level 3: Warding Flare (Light Domain)","description":"When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses.\n\tYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 74","type":"Light Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"6":[{"id":"6_Level 6: Improved Warding Flare (Light Domain)_Light Domain","name":"Level 6: Improved Warding Flare (Light Domain)","description":"You regain all expended uses of your Warding Flare when you finish a Short or Long Rest.\n\tIn addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.\n\nSource:\tPlayer's Handbook (2024) p. 75","type":"Light Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"17":[{"id":"17_Level 17: Corona of Light (Light Domain)_Light Domain","name":"Level 17: Corona of Light (Light Domain)","description":"As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.\n\tYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 75","type":"Light Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}},{"subClassId":"3_Cleric_trickery_domain","name":"Trickery Domain","source":"Trickery Domain","description":"Make Mischief and Challenge Authority\n\nThe Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.\n\tGods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.\n\nSource:\tPlayer's Handbook (2024) p. 75","features":{"3":[{"id":"3_Level 3: Trickery Domain Spells (Trickery Domain)_Trickery Domain","name":"Level 3: Trickery Domain Spells (Trickery Domain)","description":"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.\n\nTrickery Domain Spells:\nCleric Level | Prepared Spells\n3 | Charm Person, Disguise Self, Invisibility, Pass without Trace\n5 | Hypnotic Pattern, Nondetection\n7 | Confusion, Dimension Door\n9 | Dominate Person, Modify Memory\n\nSource:\tPlayer's Handbook (2024) p. 76","type":"Trickery Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Blessing of the Trickster (Trickery Domain)_Trickery Domain","name":"Level 3: Blessing of the Trickster (Trickery Domain)","description":"As a Magic action, you can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. This blessing lasts until you finish a Long Rest or you use this feature again.\n\nSource:\tPlayer's Handbook (2024) p. 75","type":"Trickery Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Invoke Duplicity (Trickery Domain)_Trickery Domain","name":"Level 3: Invoke Duplicity (Trickery Domain)","description":"As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.\n\nCast Spells. You can cast spells as though you were in the illusion's space, but you must use your own senses.\n\nDistract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that creature, given how distracting the illusion is to the target.\n\nMove. As a Bonus Action, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself.\n\nSource:\tPlayer's Handbook (2024) p. 75","type":"Trickery Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"6":[{"id":"6_Level 6: Trickster's Transposition (Trickery Domain)_Trickery Domain","name":"Level 6: Trickster's Transposition (Trickery Domain)","description":"Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.\n\nSource:\tPlayer's Handbook (2024) p. 76","type":"Trickery Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"17":[{"id":"17_Level 17: Improved Duplicity (Trickery Domain)_Trickery Domain","name":"Level 17: Improved Duplicity (Trickery Domain)","description":"The illusion of your Invoke Duplicity has grown more powerful in the following ways.\n\nShared Distraction. When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have Advantage.\n\nHealing Illusion. When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of Hit Points equal to your Cleric level.\n\nSource:\tPlayer's Handbook (2024) p. 76","type":"Trickery Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}},{"subClassId":"3_Cleric_war_domain","name":"War Domain","source":"War Domain","description":"Inspire Valor and Smite Foes\n\nWar has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.\n\tGods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.\n\nSource:\tPlayer's Handbook (2024) p. 76","features":{"3":[{"id":"3_Level 3: War Domain Spells (War Domain)_War Domain","name":"Level 3: War Domain Spells (War Domain)","description":"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.\n\nWar Domain Spells:\nCleric Level | Prepared Spells\n3 | Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon\n5 | Crusader's Mantle, Spirit Guardians\n7 | Fire Shield, Freedom of Movement\n9 | Hold Monster, Steel Wind Strike\n\nSource:\tPlayer's Handbook (2024) p. 77","type":"War Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Guided Strike (War Domain)_War Domain","name":"Level 3: Guided Strike (War Domain)","description":"When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature's attack roll, you must take a Reaction to do so.\n\nSource:\tPlayer's Handbook (2024) p. 77","type":"War Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"3_Level 3: War Priest (War Domain)_War Domain","name":"Level 3: War Priest (War Domain)","description":"As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 77","type":"War Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"6":[{"id":"6_Level 6: War God's Blessing (War Domain)_War Domain","name":"Level 6: War God's Blessing (War Domain)","description":"You can expend a use of your Channel Divinity to cast Shield of Faith or Spiritual Weapon rather than expending a spell slot. When you cast either spell in this way, the spell doesn't require Concentration. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the Incapacitated condition, or die.\n\nSource:\tPlayer's Handbook (2024) p. 77","type":"War Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"17":[{"id":"17_Level 17: Avatar of Battle (War Domain)_War Domain","name":"Level 17: Avatar of Battle (War Domain)","description":"You gain Resistance to Bludgeoning, Piercing, and Slashing damage.\n\nSource:\tPlayer's Handbook (2024) p. 77","type":"War Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Cleric_knowledge_domain","name":"Knowledge Domain","source":"Knowledge Domain","description":"Unearth Secrets and Master the Mind\n\nThe Knowledge Domain values learning and understanding above all. Clerics who tap into this domain study esoteric lore, collect old tomes, delve into secret places, and examine the processes of the mind. To them, knowledge is more valuable than material wealth, and learning is an act of worship. Libraries, universities, and other educational institutions also draw on the power of the Knowledge Domain.\n\tGods of knowledge vary from masters of arcane magic to patrons of craft and invention. In Faer\u00fbn, Clerics of the Knowledge Domain worship deities of learning and ingenuity such as Oghma and Gond, among many others.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","features":{"3":[{"id":"3_Level 3: Blessings of Knowledge (Knowledge Domain)_Knowledge Domain","name":"Level 3: Blessings of Knowledge (Knowledge Domain)","description":"You gain proficiency with one type of Artisan's Tools of your choice and in two of the following skills of your choice: Arcana, History, Nature, or Religion. You have Expertise in those two skills.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Knowledge Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Knowledge Domain Spells (Knowledge Domain)_Knowledge Domain","name":"Level 3: Knowledge Domain Spells (Knowledge Domain)","description":"When you reach a Cleric level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.\n\nKnowledge Domain Spells:\nCleric Level | Spells\n3 | Command, Comprehend Languages*, Detect Magic*, Detect Thoughts*, Identify*, Mind Spike*\n5 | Dispel Magic, Nondetection, Tongues*\n7 | Arcane Eye*, Banishment, Confusion\n9 | Legend Lore*, Scrying*, Synaptic Static\n\n*Spell of the Divination school\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Knowledge Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Mind Magic (Knowledge Domain)_Knowledge Domain","name":"Level 3: Mind Magic (Knowledge Domain)","description":"As a Magic action, you can expend one use of your Channel Divinity to manifest your magical knowledge. Choose one spell from the Divination school on the Knowledge Domain Spells table that you have prepared. As part of that action, you cast that spell without expending a spell slot or needing Material components.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Knowledge Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"6":[{"id":"6_Level 6: Unfettered Mind (Knowledge Domain)_Knowledge Domain","name":"Level 6: Unfettered Mind (Knowledge Domain)","description":"You gain telepathy out to 60 feet. When you use this telepathy, you can simultaneously contact a number of creatures equal to your Wisdom modifier (minimum of one).\n\tAdditionally, you gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain saving throw proficiency with one ability in which you lack it.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Knowledge Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"17":[{"id":"17_Level 17: Divine Foreknowledge (Knowledge Domain)_Knowledge Domain","name":"Level 17: Divine Foreknowledge (Knowledge Domain)","description":"As a Bonus Action, you magically expand your mind to the future. For 1 hour, you have Advantage on D20 Tests. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of this feature by expending a level 6+ spell slot (no action required).\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Knowledge Domain Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}]},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{},"slotsReset":"L"},{"id":"druid","name":"Druid","source":"Unknown","description":"Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.\n\tRevering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.\n\tDruids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.\n\nSource:\tPlayer's Handbook (2024) p. 79","primaryAbility":{"logic":"SINGLE","abilities":{"Wisdom":"required"}},"hitPointDie":"1d8","hitPointsAtLevel1":"8 + Constitution","hitPointsPerLevel":"1d8 + Constitution","savingThrowProficiencies":["Intelligence","Wisdom"],"skillProficiencies":["Arcana","Animal Handling","Insight","Medicine","Nature","Perception","Religion","Survival"],"weaponProficiencies":"Simple Weapons","armorTraining":"Light Armor","startingEquipmentOptions":["Leather Armor, Shield, Sickle, Druidic Focus","50 GP"],"level":1,"numberOfSkills":2,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"Simple Weapons","multiclassArmorTraining":"Light Armor","spellcastingMultiplier":1,"spellAbility":"Wisdom","classFeatures":{"1":[{"id":"1_Becoming A Druid As A Level 1 Character_Druid","name":"Becoming A Druid As A Level 1 Character","description":"As a 1st-level Druid, you begin play with 8 + your Constitution modifier hit points.\n\nCore Druid Traits\nPrimary Ability: Wisdom\nHit Point Die: D8 per Druid level\nSaving Throw Proficiencies: Intelligence and Wisdom\nSkill Proficiencies: Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival\nWeapon Proficiencies: Simple weapons\nTool Proficiencies: Herbalism Kit\nArmor Training: Light armor and Shields\nStarting Equipment: Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP\n\nSource:\tPlayer's Handbook (2024) p. 79","type":"Druid Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Druid As A Multiclass Character_Druid","name":"Becoming A Druid As A Multiclass Character","description":"Core Druid Traits\nPrimary Ability: Wisdom\nHit Point Die: D8 per Druid level\nArmor Training: Light armor and Shields\n\nSource:\tPlayer's Handbook (2024) p. 79","type":"Druid Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Level1Spellcasting_Druid","name":"Level 1: Spellcasting","description":"You have learned to cast spells. See the Spellcasting section for the general rules of spellcasting and your class table for the number of spell slots you have at each level.","type":"Druid Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"","spellSlotsPerLevel":{"1":[2],"2":[3],"3":[4,2],"4":[4,3],"5":[4,3,2],"6":[4,3,3],"7":[4,3,3,1],"8":[4,3,3,2],"9":[4,3,3,3,1],"10":[4,3,3,3,2],"11":[4,3,3,3,2,1],"12":[4,3,3,3,2,1],"13":[4,3,3,3,2,1,1],"14":[4,3,3,3,2,1,1],"15":[4,3,3,3,2,1,1,1],"16":[4,3,3,3,2,1,1,1],"17":[4,3,3,3,2,1,1,1,1],"18":[4,3,3,3,3,1,1,1,1],"19":[4,3,3,3,3,2,1,1,1],"20":[4,3,3,3,3,2,2,1,1]},"preparedSpells":{"1":4,"2":5,"3":6,"4":7,"5":9,"6":10,"7":11,"8":12,"9":14,"10":15,"11":16,"12":16,"13":17,"14":17,"15":18,"16":18,"17":19,"18":20,"19":21,"20":22},"cantrips":{"1":2,"2":2,"3":2,"4":3,"5":3,"6":3,"7":3,"8":3,"9":3,"10":4,"11":4,"12":4,"13":4,"14":4,"15":4,"16":4,"17":4,"18":4,"19":4,"20":4}}]},"subClasses":{"3":[{"subClassId":"3_Druid_circle_of_the_land","name":"Circle of the Land","source":"Circle of the Land","description":"Celebrate Connection to the Natural World\n\nThe Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities.\n\nSource:\tPlayer's Handbook (2024) p. 84","features":{"3":[{"id":"3_Level 3: Circle of the Land Spells (Circle of the Land)_Circle of the Land","name":"Level 3: Circle of the Land Spells (Circle of the Land)","description":"Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.\n\nArid Land:\nDruid Level | Circle Spells\n3 | Blur, Burning Hands, Fire Bolt\n5 | Fireball\n7 | Blight\n9 | Wall of Stone\n\nPolar Land:\nDruid Level | Circle Spells\n3 | Fog Cloud, Hold Person, Ray of Frost\n5 | Sleet Storm\n7 | Ice Storm\n9 | Cone of Cold\n\nTemperate Land:\nDruid Level | Circle Spells\n3 | Misty Step, Shocking Grasp, Sleep\n5 | Lightning Bolt\n7 | Freedom of Movement\n9 | Tree Stride\n\nTropical Land:\nDruid Level | Circle Spells\n3 | Acid Splash, Ray of Sickness, Web\n5 | Stinking Cloud\n7 | Polymorph\n9 | Insect Plague\n\nSource:\tPlayer's Handbook (2024) p. 84","type":"Circle of the Land Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Land's Aid (Circle of the Land)_Circle of the Land","name":"Level 3: Land's Aid (Circle of the Land)","description":"As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.\n\tThe damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).\n\nSource:\tPlayer's Handbook (2024) p. 84","type":"Circle of the Land Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"6":[{"id":"6_Level 6: Natural Recovery (Circle of the Land)_Circle of the Land","name":"Level 6: Natural Recovery (Circle of the Land)","description":"You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.\n\tIn addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 85","type":"Circle of the Land Feature","prerequisiteList":[],"customFields":{"Natural Recovery":{"6":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"10":[{"id":"10_Level 10: Nature's Ward (Circle of the Land)_Circle of the Land","name":"Level 10: Nature's Ward (Circle of the Land)","description":"You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.\n\nNature's Ward:\nLand Type | Resistance\nArid | Fire\nPolar | Cold\nTemperate | Lightning\nTropical | Poison\n\nSource:\tPlayer's Handbook (2024) p. 85","type":"Circle of the Land Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Nature's Sanctuary (Circle of the Land)_Circle of the Land","name":"Level 14: Nature's Sanctuary (Circle of the Land)","description":"As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.\n\tAs a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.\n\nSource:\tPlayer's Handbook (2024) p. 86","type":"Circle of the Land Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}]},"additionalSpells":{}},{"subClassId":"3_Druid_circle_of_the_moon","name":"Circle of the Moon","source":"Circle of the Moon","description":"Adopt Animal Forms to Guard the Wilds\n\nDruids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.\n\tChangeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid's blood.\n\nSource:\tPlayer's Handbook (2024) p. 86","features":{"3":[{"id":"3_Level 3: Circle of the Moon Spells (Circle of the Moon)_Circle of the Moon","name":"Level 3: Circle of the Moon Spells (Circle of the Moon)","description":"When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.\n\tIn addition, you can cast the spells from this feature while you're in a Wild Shape form.\n\nCircle of the Moon Spells:\nDruid Level | Prepared Spells\n3 | Cure Wounds, Moonbeam, Starry Wisp\n5 | Conjure Animals\n7 | Fount of Moonlight\n9 | Mass Cure Wounds\n\nSource:\tPlayer's Handbook (2024) p. 86","type":"Circle of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Circle Forms (Circle of the Moon)_Circle of the Moon","name":"Level 3: Circle Forms (Circle of the Moon)","description":"You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.\n\nChallenge Rating. The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).\n\nArmor Class. Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast's AC.\n\nTemporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level.\n\nSource:\tPlayer's Handbook (2024) p. 86","type":"Circle of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Improved Circle Forms (Circle of the Moon)_Circle of the Moon","name":"Level 6: Improved Circle Forms (Circle of the Moon)","description":"While in a Wild Shape form, you gain the following benefits.\n\nLunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.\n\nIncreased Toughness. You can add your Wisdom modifier to your Constitution saving throws.\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"10":[{"id":"10_Level 10: Moonlight Step (Circle of the Moon)_Circle of the Moon","name":"Level 10: Moonlight Step (Circle of the Moon)","description":"You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.\n\tYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"14":[{"id":"14_Level 14: Lunar Form (Circle of the Moon)_Circle of the Moon","name":"Level 14: Lunar Form (Circle of the Moon)","description":"The power of the moon suffuses you, granting you the following benefits.\n\nImproved Lunar Radiance. Once per turn, you can deal an extra 2d10 Radiant damage to a target you hit with a Wild Shape form's attack.\n\nShared Moonlight. Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Moon Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Druid_circle_of_the_sea","name":"Circle of the Sea","source":"Circle of the Sea","description":"Become One with Tides and Storms\n\nDruids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature's wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.\n\nSource:\tPlayer's Handbook (2024) p. 87","features":{"3":[{"id":"3_Level 3: Circle of the Sea Spells (Circle of the Sea)_Circle of the Sea","name":"Level 3: Circle of the Sea Spells (Circle of the Sea)","description":"When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.\n\nCircle of the Sea Spells:\nDruid Level | Prepared Spells\n3 | Fog Cloud, Gust of Wind, Ray of Frost, Shatter, Thunderwave\n5 | Lightning Bolt, Water Breathing\n7 | Control Water, Ice Storm\n9 | Conjure Elemental, Hold Monster\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Sea Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Wrath of the Sea (Circle of the Sea)_Circle of the Sea","name":"Level 3: Wrath of the Sea (Circle of the Sea)","description":"As a Bonus Action, you can expend a use of your Wild Shape to manifest a 5-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.\n\tWhen you manifest the Emanation and as a Bonus Action on your subsequent turns, you can choose another creature you can see in the Emanation. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and. if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage. roll a number of d6s equal to your Wisdom modifier (minimum of one die).\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Sea Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"6":[{"id":"6_Level 6: Aquatic Affinity (Circle of the Sea)_Circle of the Sea","name":"Level 6: Aquatic Affinity (Circle of the Sea)","description":"The size of the Emanation created by your Wrath of the Sea increases to 10 feet.\n\tIn addition, you gain a Swim Speed equal to your Speed.\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Sea Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"10":[{"id":"10_Level 10: Stormborn (Circle of the Sea)_Circle of the Sea","name":"Level 10: Stormborn (Circle of the Sea)","description":"Your Wrath of the Sea confers two more benefits while active, as detailed below.\n\nFlight. You gain a Fly Speed equal to your Speed.\n\nResistance. You have Resistance to Cold, Lightning, and Thunder damage.\n\nSource:\tPlayer's Handbook (2024) p. 87","type":"Circle of the Sea Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Oceanic Gift (Circle of the Sea)_Circle of the Sea","name":"Level 14: Oceanic Gift (Circle of the Sea)","description":"Instead of manifesting the Emanation of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the Emanation and uses your spell save DC and Wisdom modifier for it.\n\tIn addition, you can manifest the Emanation around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it.\n\nSource:\tPlayer's Handbook (2024) p. 88","type":"Circle of the Sea Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Druid_circle_of_the_stars","name":"Circle of the Stars","source":"Circle of the Stars","description":"Harness Secrets Hidden in Constellations\n\nThe Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.\n\nSource:\tPlayer's Handbook (2024) p. 88","features":{"3":[{"id":"3_Level 3: Star Map (Circle of the Stars)_Circle of the Stars","name":"Level 3: Star Map (Circle of the Stars)","description":"You've created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.\n\tWhile holding the map, you have the Guidance and Guiding Bolt spells prepared, and you can cast Guiding Bolt without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\tIf you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a Short or Long Rest, and it destroys the previous map.\n\nStar Map:\n1d6 | Map Form\nl | A scroll bearing depictions of constellations\n2 | A stone tablet with fine holes drilled through it\n3 | An owlbear hide tooled with stellar symbols\n4 | A collection of maps bound in an ebony cover\n5 | A crystal engraved with starry patterns\n6 | A glass disk etched with constellations\n\nSource:\tPlayer's Handbook (2024) p. 88","type":"Circle of the Stars Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Starry Form (Circle of the Stars)_Circle of the Stars","name":"Level 3: Starry Form (Circle of the Stars)","description":"As a Bonus Action, you can expend a use of your Wild Shape feature to take on a starry form rather than shape-shifting.\n\tWhile in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.\n\tWhenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form.\n\nArcher. A constellation of an archer appears on you. When you activate this form and as a Bonus Action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of yourself. On a hit, the attack deals Radiant damage equal to ld8 plus your Wisdom modifier.\n\nChalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores Hit Points to a creature, you or another creature within 30 feet of you can regain Hit Points equal to 1d8 plus your Wisdom modifier.\n\nDragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain Concentration, you can treat a roll of 9 or lower on the d20 as a 10.\n\nSource:\tPlayer's Handbook (2024) p. 88","type":"Circle of the Stars Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"6":[{"id":"6_Level 6: Cosmic Omen (Circle of the Stars)_Circle of the Stars","name":"Level 6: Cosmic Omen (Circle of the Stars)","description":"Whenever you finish a Long Rest, you can consult your Star Map for omens and roll a die. Until you finish your next Long Rest. you gain access to a special Reaction based on whether you rolled an even or an odd number on the die:\n\nWeal (Even). Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and add the number rolled to the total.\n\nWoe (Odd). Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and subtract the number rolled from the total.\n\nYou can use this Reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 89","type":"Circle of the Stars Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"10":[{"id":"10_Level 10: Twinkling Constellations (Circle of the Stars)_Circle of the Stars","name":"Level 10: Twinkling Constellations (Circle of the Stars)","description":"The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8. and while the Dragon is active, you have a Fly Speed of 20 feet and can hover.\n\tMoreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.\n\nSource:\tPlayer's Handbook (2024) p. 89","type":"Circle of the Stars Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Full of Stars (Circle of the Stars)_Circle of the Stars","name":"Level 14: Full of Stars (Circle of the Stars)","description":"While in your Starry Form, you become partially incorporeal, giving you Resistance to Bludgeoning, Piercing, and Slashing damage.\n\nSource:\tPlayer's Handbook (2024) p. 89","type":"Circle of the Stars Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{},"slotsReset":"L"},{"id":"fighter","name":"Fighter","source":"Unknown","description":"Fighters rule many battle fields. Questing knights, royal champions, elite soldiers, and hardened mercenaries\u2014as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.\n\tFighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.\n\nSource:\tPlayer's Handbook (2024) p. 91","primaryAbility":{"logic":"OR","abilities":{"Strength":"optional","Dexterity":"optional"}},"hitPointDie":"1d10","hitPointsAtLevel1":"10 + Constitution","hitPointsPerLevel":"1d10 + Constitution","savingThrowProficiencies":["Strength","Constitution"],"skillProficiencies":["Acrobatics","Animal Handling","Athletics","History","Insight","Intimidation","Persuasion","Perception","Survival"],"weaponProficiencies":"Simple Weapons, Martial Weapons","armorTraining":"Light Armor, Medium Armor, Heavy Armor, Shields","startingEquipmentOptions":["Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP","Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP","155 GP"],"level":1,"numberOfSkills":2,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"Martial Weapons","multiclassArmorTraining":"Medium Armor","spellcastingMultiplier":0.33,"spellAbility":"Intelligence","classFeatures":{"1":[{"id":"1_Becoming A Fighter As A Level 1 Character_Fighter","name":"Becoming A Fighter As A Level 1 Character","description":"As a 1st-level Fighter, you begin play with 10 + your Constitution modifier hit points.\n\nCore Fighter Traits\nPrimary Ability: Strength or Dexterity\nHit Point Die: D10 per Fighter level\nSaving Throw Proficiencies: Strength and Constitution\nSkill Proficiencies: Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival\nWeapon Proficiencies: Simple and Martial weapons\nArmor Training: Light, Medium, and Heavy armor and Shields\nStarting Equipment: Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP\n\nSource:\tPlayer's Handbook (2024) p. 91","type":"Fighter Class Feature","prerequisiteList":[],"customFields":{"Second Wind":{"1":2,"4":3,"10":4,"recovery":{"shortRest":"1","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Fighter As A Multiclass Character_Fighter","name":"Becoming A Fighter As A Multiclass Character","description":"Core Fighter Traits\nPrimary Ability: Strength or Dexterity\nHit Point Die: D10 per Fighter level\nWeapon Proficiencies: Martial weapons\nArmor Training: Light and Medium armor and Shields\n\nSource:\tPlayer's Handbook (2024) p. 91","type":"Fighter Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"subClasses":{"3":[{"subClassId":"3_Fighter_battle_master","name":"Battle Master","source":"Battle Master","description":"Master Sophisticated Battle Maneuvers\n\nBattle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.\n\nSource:\tPlayer's Handbook (2024) p. 93","features":{"3":[{"id":"3_Level 3: Combat Superiority (Battle Master)_Battle Master","name":"Level 3: Combat Superiority (Battle Master)","description":"Maneuvers. You learn three maneuvers of your choice from the \"Maneuver Options\" section later in this subclass's description (added as spells in the Maneuver Options spell list). Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.\n\tYou learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.\n\nSuperiority Dice. You have four Superiority Dice. which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.\n\tYou gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).\n\nSaving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.\n\nSource:\tPlayer's Handbook (2024) p. 93","type":"Battle Master Feature","prerequisiteList":[],"customFields":{"Superiority Dice":{"3":4,"7":5,"15":6,"recovery":{"shortRest":"1","longRest":"all"}},"Telekinetic Master":{"18":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Student of War (Battle Master)_Battle Master","name":"Level 3: Student of War (Battle Master)","description":"You gain proficiency with one type of Artisan's Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.\n\nSource:\tPlayer's Handbook (2024) p. 94","type":"Battle Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"7":[{"id":"7_Level 7: Know Your Enemy (Battle Master)_Battle Master","name":"Level 7: Know Your Enemy (Battle Master)","description":"As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.\n\tOnce you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 94","type":"Battle Master Feature","prerequisiteList":[],"customFields":{"Know Your Enemy":{"7":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"10":[{"id":"10_Level 10: Improved Combat Superiority (Battle Master)_Battle Master","name":"Level 10: Improved Combat Superiority (Battle Master)","description":"Your Superiority Die becomes a d10.\n\nSource:\tPlayer's Handbook (2024) p. 94","type":"Battle Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Relentless (Battle Master)_Battle Master","name":"Level 15: Relentless (Battle Master)","description":"Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.\n\nSource:\tPlayer's Handbook (2024) p. 94","type":"Battle Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"18":[{"id":"18_Level 18: Ultimate Combat Superiority (Battle Master)_Battle Master","name":"Level 18: Ultimate Combat Superiority (Battle Master)","description":"Your Superiority Die becomes a d12.\n\nSource:\tPlayer's Handbook (2024) p. 94","type":"Battle Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Fighter_champion","name":"Champion","source":"Champion","description":"Pursue Physical Excellence in Combat\n\nA Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.\n\nSource:\tPlayer's Handbook (2024) p. 96","features":{"3":[{"id":"3_Level 3: Improved Critical (Champion)_Champion","name":"Level 3: Improved Critical (Champion)","description":"Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.\n\nSource:\tPlayer's Handbook (2024) p. 96","type":"Champion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Remarkable Athlete (Champion)_Champion","name":"Level 3: Remarkable Athlete (Champion)","description":"Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.\n\tIn addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.\n\nSource:\tPlayer's Handbook (2024) p. 96","type":"Champion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"7":[{"id":"7_Level 7: Additional Fighting Style (Champion)_Champion","name":"Level 7: Additional Fighting Style (Champion)","description":"You gain another Fighting Style feat of your choice.\n\nSource:\tPlayer's Handbook (2024) p. 96","type":"Champion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"10":[{"id":"10_Level 10: Heroic Warrior (Champion)_Champion","name":"Level 10: Heroic Warrior (Champion)","description":"The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.\n\nSource:\tPlayer's Handbook (2024) p. 96","type":"Champion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Superior Critical (Champion)_Champion","name":"Level 15: Superior Critical (Champion)","description":"Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18-20 on the d20.\n\nSource:\tPlayer's Handbook (2024) p. 96","type":"Champion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"18":[{"id":"18_Level 18: Survivor (Champion)_Champion","name":"Level 18: Survivor (Champion)","description":"You attain the pinnacle of resilience in battle, giving you these benefits.\n\nDefy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18-20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.\n\nHeroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.\n\nSource:\tPlayer's Handbook (2024) p. 96","type":"Champion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Fighter_eldritch_knight","name":"Eldritch Knight","source":"Eldritch Knight","description":"Support Combat Skills with Arcane Magic\n\nEldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.\n\nSource:\tPlayer's Handbook (2024) p. 96","features":{"3":[{"id":"3_Level 3: Spellcasting (Eldritch Knight)_Eldritch Knight","name":"Level 3: Spellcasting (Eldritch Knight)","description":"You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.\n\nCantrips. You know two cantrips of your choice from the Wizard spell list (see that class's section for its list). Ray of Frost and Shocking Grasp are recommended. Whenever you gain a Fighter level. you can replace one of these cant rips with another cantrip of your choice from the Wizard spell list.\n\tWhen you reach Fighter level 10, you learn another Wizard cantrip of your choice.\n\nSpell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\n\nPrepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Burning Hands, jump, and Shield are recommended.\n\tThe number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.\n\nChanging Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.\n\nSpellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.\n\nSpellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.\n\nSpells Prepared:\nLevel | Spells Prepared\n3 | 3\n4 | 4\n7 | 5\n8 | 6\n10 | 7\n11 | 8\n13 | 9\n14 | 10\n16 | 11\n19 | 12\n20 | 13\n\nSource:\tPlayer's Handbook (2024) p. 97","type":"Eldritch Knight Feature","prerequisiteList":[],"spellSlotsPerLevel":{"3":[2],"4":[3],"5":[3],"6":[3],"7":[4,2],"8":[4,2],"9":[4,2],"10":[4,3],"11":[4,3],"12":[4,3],"13":[4,3,2],"14":[4,3,2],"15":[4,3,2],"16":[4,3,3],"17":[4,3,3],"18":[4,3,3],"19":[4,3,3,1],"20":[4,3,3,1]},"preparedSpells":{"3":3,"4":4,"7":5,"8":6,"10":7,"11":8,"13":9,"14":10,"16":11,"19":12,"20":13},"cantrips":{"3":2,"4":2,"5":2,"6":2,"7":2,"8":2,"9":2,"10":3,"11":3,"12":3,"13":3,"14":3,"15":3,"16":3,"17":3,"18":3,"19":3,"20":3},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: War Bond (Eldritch Knight)_Eldritch Knight","name":"Level 3: War Bond (Eldritch Knight)","description":"You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.\n\tOnce you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.\n\tYou can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.\n\nSource:\tPlayer's Handbook (2024) p. 97","type":"Eldritch Knight Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"7":[{"id":"7_Level 7: War Magic (Eldritch Knight)_Eldritch Knight","name":"Level 7: War Magic (Eldritch Knight)","description":"When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.\n\nSource:\tPlayer's Handbook (2024) p. 97","type":"Eldritch Knight Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"10":[{"id":"10_Level 10: Eldritch Strike (Eldritch Knight)_Eldritch Knight","name":"Level 10: Eldritch Strike (Eldritch Knight)","description":"You learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 97","type":"Eldritch Knight Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Arcane Charge (Eldritch Knight)_Eldritch Knight","name":"Level 15: Arcane Charge (Eldritch Knight)","description":"When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.\n\nSource:\tPlayer's Handbook (2024) p. 97","type":"Eldritch Knight Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"18":[{"id":"18_Level 18: Improved War Magic (Eldritch Knight)_Eldritch Knight","name":"Level 18: Improved War Magic (Eldritch Knight)","description":"When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.\n\nSource:\tPlayer's Handbook (2024) p. 97","type":"Eldritch Knight Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}},{"subClassId":"3_Fighter_psi_warrior","name":"Psi Warrior","source":"Psi Warrior","description":"Augment Physical Might with Psionic Power\n\nPsi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.\n\nSource:\tPlayer's Handbook (2024) p. 98","features":{"3":[{"id":"3_Level 3: Psionic Power (Psi Warrior)_Psi Warrior","name":"Level 3: Psionic Power (Psi Warrior)","description":"You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.\n\nEnergy Dice:\nFighter level | Die Size | Number\n3 | D6 | 4\n5 | D8 | 6\n9 | D8 | 8\n11 | D10 | 8\n13 | D10 | 10\n17 | D12 | 12\n\nAny features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when all your Psionic Energy Dice are expended.\n\tYou regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.\n\nProtective Field. When you or another creature you can see within 30 feet of you takes damage, you can take a Reaction to expend one Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.\n\nPsionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Psionic Energy Die, rolling it and dealing Force damage to the target equal to the number rolled plus your Intelligence modifier.\n\nTelekinetic Movement. You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.\n\tOnce you take this action, you can't do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action requited) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 98","type":"Psi Warrior Feature","prerequisiteList":[],"customFields":{"Psionic Energy Dice":{"3":4,"5":6,"9":6,"13":10,"17":12,"recovery":{"shortRest":"0","longRest":"all"}},"Telekinetic Movement":{"3":1,"recovery":{"shortRest":"1","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"7":[{"id":"7_Level 7: Telekinetic Adept (Psi Warrior)_Psi Warrior","name":"Level 7: Telekinetic Adept (Psi Warrior)","description":"You have mastered new ways to use your telekinetic abilities, detailed below.\n\nPsi-Powered Leap. As a Bonus Action, you gain a Fly Speed equal to twice your Speed until the end of the current turn. Once you take this Bonus Action, you can't do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.\n\nTelekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally.\n\nSource:\tPlayer's Handbook (2024) p. 99","type":"Psi Warrior Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"10":[{"id":"10_Level 10: Guarded Mind (Psi Warrior)_Psi Warrior","name":"Level 10: Guarded Mind (Psi Warrior)","description":"You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.\n\nSource:\tPlayer's Handbook (2024) p. 99","type":"Psi Warrior Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"15":[{"id":"15_Level 15: Bulwark of Force (Psi Warrior)_Psi Warrior","name":"Level 15: Bulwark of Force (Psi Warrior)","description":"You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition.\n\tOnce you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 99","type":"Psi Warrior Feature","prerequisiteList":[],"customFields":{"Bulwark of Force":{"15":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"18":[{"id":"18_Level 18: Telekinetic Master (Psi Warrior)_Psi Warrior","name":"Level 18: Telekinetic Master (Psi Warrior)","description":"You always have the Telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain Concentration on it, including the turn when you cast it, you can make one attack with a weapon as a Bonus Action.\n\tOnce you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 99","type":"Psi Warrior Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}]},"additionalSpells":{}},{"subClassId":"3_Fighter_banneret","name":"Banneret","source":"Banneret","description":"Rally Fellow Heroes with Inspiring Leadership\n\nBannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faer\u00fbn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom's borders.\n\tA Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","features":{"3":[{"id":"3_Level 3: Knightly Envoy (Banneret)_Banneret","name":"Level 3: Knightly Envoy (Banneret)","description":"You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits.\n\nComprehension. You can cast the Comprehend Languages spell but only as a Ritual. Charisma is your spellcasting ability for it.\n\nPolyglot. You learn one language from the language tables in the Player's Handbook or chapter 2 of this book. When you finish a Long Rest, you can replace a language learned from this benefit with another language you have heard, seen signed, or read in the past 24 hours.\n\nWell Spoken. You gain proficiency in one of the following skills of your choice: Insight, Intimidation, Persuasion, or Performance.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Banneret Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Group Recovery (Banneret)_Banneret","name":"Level 3: Group Recovery (Banneret)","description":"When you use your Second Wind to regain Hit Points, you can choose a number of allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies regains Hit Points equal to 1d4 plus your Fighter level. Once you use this ability, you can't use it again until you finish a Short or Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Banneret Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"7":[{"id":"7_Level 7: Team Tactics (Banneret)_Banneret","name":"Level 7: Team Tactics (Banneret)","description":"When you use Group Recovery, each chosen ally has Advantage on D20 Tests until the start of your next turn.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Banneret Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"10":[{"id":"10_Level 10: Rallying Surge (Banneret)_Banneret","name":"Level 10: Rallying Surge (Banneret)","description":"When you use your Action Surge, you can choose allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies can immediately take a Reaction to use one of the following options.\n\nAttack. The ally makes one attack with a weapon or an Unarmed Strike.\n\nMove. The ally moves up to half its Speed without provoking an Opportunity Attack.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Banneret Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"15":[{"id":"15_Level 15: Shared Resilience (Banneret)_Banneret","name":"Level 15: Shared Resilience (Banneret)","description":"When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend a use of your Indomitable feature. The ally can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Banneret Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}]},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}},{"id":"monk","name":"Monk","source":"Unknown","description":"Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.\n\tMonks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk's hands, even the most basic weapons can become sophisticated implements of combat mastery.\n\tMany Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.\n\tMonks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.\n\nSource:\tPlayer's Handbook (2024) p. 101","primaryAbility":{"logic":"AND","abilities":{"Dexterity":"required","Wisdom":"required"}},"hitPointDie":"1d8","hitPointsAtLevel1":"8 + Constitution","hitPointsPerLevel":"1d8 + Constitution","savingThrowProficiencies":["Strength","Dexterity"],"skillProficiencies":["Acrobatics","Athletics","History","Insight","Religion","Stealth"],"weaponProficiencies":"Simple Weapons","armorTraining":"None","startingEquipmentOptions":["Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, and 11 GP","50 GP"],"level":1,"numberOfSkills":2,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"Simple Weapons","multiclassArmorTraining":"None","spellcastingMultiplier":0,"spellAbility":"","classFeatures":{"1":[{"id":"1_Becoming A Monk As A Level 1 Character_Monk","name":"Becoming A Monk As A Level 1 Character","description":"As a 1st-level Monk, you begin play with 8 + your Constitution modifier hit points.\n\nCore Monk Traits\nPrimary Ability: Dexterity and Wisdom\nHit Point Die: D8 per Monk level\nSaving Throw Proficiencies: Strength and Dexterity\nSkill Proficiencies: Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth\nWeapon Proficiencies: Simple weapons and Martial weapons that have the Light property\nTool Proficiencies: Choose one type of Artisan's Tools or Musical Instrument (see chapter 6)\nArmor Training: None\nStarting Equipment: Choose A or B: (A) Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, and 11 GP; or (B) 50 GP\n\nSource:\tPlayer's Handbook (2024) p. 101","type":"Monk Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Monk As A Multiclass Character_Monk","name":"Becoming A Monk As A Multiclass Character","description":"Core Monk Traits\nPrimary Ability: Dexterity and Wisdom\nHit Point Die: D8 per Monk level\n\nSource:\tPlayer's Handbook (2024) p. 101","type":"Monk Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"subClasses":{"3":[{"subClassId":"3_Monk_warrior_of_mercy","name":"Warrior of Mercy","source":"Warrior of Mercy","description":"Manipulate Forces of Life and Death\n\nWarriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.\n\nSource:\tPlayer's Handbook (2024) p. 104","features":{"3":[{"id":"3_Level 3: Hand of Harm (Warrior of Mercy)_Warrior of Mercy","name":"Level 3: Hand of Harm (Warrior of Mercy)","description":"Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.\n\nSource:\tPlayer's Handbook (2024) p. 104","type":"Warrior of Mercy Feature","prerequisiteList":[],"customFields":{"Hand of Ultimate Mercy":{"17":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Hand of Healing (Warrior of Mercy)_Warrior of Mercy","name":"Level 3: Hand of Healing (Warrior of Mercy)","description":"As a Magic action, you can expend 1 Focus Point to touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier.\n\tWhen you use your Flurry of Blows, you can replace one of the Unarmed Strikes with a use of this feature without expending a Focus Point for the healing.\n\nSource:\tPlayer's Handbook (2024) p. 104","type":"Warrior of Mercy Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Implements of Mercy (Warrior of Mercy)_Warrior of Mercy","name":"Level 3: Implements of Mercy (Warrior of Mercy)","description":"You gain proficiency in the Insight and Medicine skills and proficiency with the Herbalism Kit.\n\nSource:\tPlayer's Handbook (2024) p. 104","type":"Warrior of Mercy Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Physician's Touch (Warrior of Mercy)_Warrior of Mercy","name":"Level 6: Physician's Touch (Warrior of Mercy)","description":"Your Hand of Harm and Hand of Healing improve, as detailed below.\n\nHand of Harm. When you use Hand of Harm on a creature, you can also give that creature the Poisoned condition until the end of your next turn.\n\nHand of Healing. When you use Hand of Healing. you can also end one of the following conditions on the creature you heal: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.\n\nSource:\tPlayer's Handbook (2024) p. 104","type":"Warrior of Mercy Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"11":[{"id":"11_Level 11 : Flurry of Healing And Harm (Warrior of Mercy)_Warrior of Mercy","name":"Level 11 : Flurry of Healing And Harm (Warrior of Mercy)","description":"When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing.\n\tIn addition, when you make an Unarmed Strike with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can s t ill use Hand of Harm only once per turn.\n\tYou can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 104","type":"Warrior of Mercy Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"17":[{"id":"17_Level 17: Hand of Ultimate Mercy (Warrior of Mercy)_Warrior of Mercy","name":"Level 17: Hand of Ultimate Mercy (Warrior of Mercy)","description":"Your mastery of life energy opens the door to the ultimate mercy. As a Magic action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of Hit Points equal to 4d10 plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 105","type":"Warrior of Mercy Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}},{"subClassId":"3_Monk_warrior_of_shadow","name":"Warrior of Shadow","source":"Warrior of Shadow","description":"Harness Shadow Power for Stealth and Subterfuge\n\nWarriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.\n\nSource:\tPlayer's Handbook (2024) p. 105","features":{"3":[{"id":"3_Level 3: Shadow Arts (Warrior of Shadow)_Warrior of Shadow","name":"Level 3: Shadow Arts (Warrior of Shadow)","description":"You have learned to draw on the power of the Shadowfell, gaining the following benefits.\n\nDarkness. You can expend 1 Focus Point to cast the Darkness spell without spell components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of Darkness to a space within 60 feet of yourself at the start of each of your turns.\n\nDarkvision. You gain Darkvision with a range of 60 fee t. If you already have Dark vision, its range increases by 60 feet.\n\nShadowy Figments. You know the Minor Illusion spell. Wisdom is your spellcasting ability for it.\n\nSource:\tPlayer's Handbook (2024) p. 105","type":"Warrior of Shadow Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6 : Shadow Step (Warrior of Shadow)_Warrior of Shadow","name":"Level 6 : Shadow Step (Warrior of Shadow)","description":"While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next me lee attack you make before the end of the current turn.\n\nSource:\tPlayer's Handbook (2024) p. 105","type":"Warrior of Shadow Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"11":[{"id":"11_Level 11: Improved Shadow Step (Warrior of Shadow)_Warrior of Shadow","name":"Level 11: Improved Shadow Step (Warrior of Shadow)","description":"You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after you teleport.\n\nSource:\tPlayer's Handbook (2024) p. 105","type":"Warrior of Shadow Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"17":[{"id":"17_Level 17: Cloak of Shadows (Warrior of Shadow)_Warrior of Shadow","name":"Level 17: Cloak of Shadows (Warrior of Shadow)","description":"As a Magic action while entirely within Dim Light or Darkness, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded by these shadows, you gain the following benefits.\n\nInvisibility. You have the Invisible condition.\n\nPartially Incorporeal. You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.\n\nShadow Flurry. You can use your Flurry of Blows without expending any Focus Points.\n\nSource:\tPlayer's Handbook (2024) p. 105","type":"Warrior of Shadow Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}},{"subClassId":"3_Monk_warrior_of_the_elements","name":"Warrior of the Elements","source":"Warrior of the Elements","description":"Wield Strikes and Bursts of Elemental Power\n\nWarriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.\n\nSource:\tPlayer's Handbook (2024) p. 106","features":{"3":[{"id":"3_Level 3: Elemental Attunement (Warrior of the Elements)_Warrior of the Elements","name":"Level 3: Elemental Attunement (Warrior of the Elements)","description":"At the start of your turn, you can expend l Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.\n\nReach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.\n\nElemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.\n\nSource:\tPlayer's Handbook (2024) p. 106","type":"Warrior of the Elements Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Manipulate Elements (Warrior of the Elements)_Warrior of the Elements","name":"Level 3: Manipulate Elements (Warrior of the Elements)","description":"You know the Elementalism spell. Wisdom is your spellcasting ability for it.\n\nSource:\tPlayer's Handbook (2024) p. 106","type":"Warrior of the Elements Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Elemental Burst (Warrior of the Elements)_Warrior of the Elements","name":"Level 6: Elemental Burst (Warrior of the Elements)","description":"As a Magic action, you can expend 2 Focus Points to cause elemental energy to burst in a 20-foot-radius Sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.\n\tEach creature in the Sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.\n\nSource:\tPlayer's Handbook (2024) p. 106","type":"Warrior of the Elements Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"11":[{"id":"11_Level 11: Stride of the Elements (Warrior of the Elements)_Warrior of the Elements","name":"Level 11: Stride of the Elements (Warrior of the Elements)","description":"While your Elemental Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.\n\nSource:\tPlayer's Handbook (2024) p. 106","type":"Warrior of the Elements Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"17":[{"id":"17_Level 17: Elemental Epitome (Warrior of the Elements)_Warrior of the Elements","name":"Level 17: Elemental Epitome (Warrior of the Elements)","description":"While your Elemental Attunement is active, you also gain the following benefits.\n\nDamage Resistance. You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.\n\nDestructive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Ar ts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.\n\nEmpowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.\n\nSource:\tPlayer's Handbook (2024) p. 106","type":"Warrior of the Elements Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Monk_warrior_of_the_open_hand","name":"Warrior of the Open Hand","source":"Warrior of the Open Hand","description":"Master Unarmed Combat Techniques\n\nWarriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.\n\nSource:\tPlayer's Handbook (2024) p. 107","features":{"3":[{"id":"3_Level 3: Open Hand Technique (Warrior of the Open Hand)_Warrior of the Open Hand","name":"Level 3: Open Hand Technique (Warrior of the Open Hand)","description":"Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.\n\nAddle. The target can't make Opportunity Attacks until the start of its next turn.\n\nPush. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.\n\nTopple. The target must succeed on a Dexterity saving throw or have the Prone condition.\n\nSource:\tPlayer's Handbook (2024) p. 107","type":"Warrior of the Open Hand Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Wholeness of Body (Warrior of the Open Hand)_Warrior of the Open Hand","name":"Level 6: Wholeness of Body (Warrior of the Open Hand)","description":"You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained).\n\tYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 107","type":"Warrior of the Open Hand Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"11":[{"id":"11_Level 11: Fleet Step (Warrior of the Open Hand)_Warrior of the Open Hand","name":"Level 11: Fleet Step (Warrior of the Open Hand)","description":"When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.\n\nSource:\tPlayer's Handbook (2024) p. 107","type":"Warrior of the Open Hand Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"17":[{"id":"17_Level 17: Quivering Palm (Warrior of the Open Hand)_Warrior of the Open Hand","name":"Level 17: Quivering Palm (Warrior of the Open Hand)","description":"You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on t he same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.\n\tYou can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 107","type":"Warrior of the Open Hand Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}},{"id":"paladin","name":"Paladin","source":"Unknown","description":"Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god's altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.\n\tPaladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.\n\tAlmost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world's armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.\n\nSource:\tPlayer's Handbook (2024) p. 109","primaryAbility":{"logic":"AND","abilities":{"Strength":"required","Charisma":"required"}},"hitPointDie":"1d10","hitPointsAtLevel1":"10 + Constitution","hitPointsPerLevel":"1d10 + Constitution","savingThrowProficiencies":["Wisdom","Charisma"],"skillProficiencies":["Athletics","Insight","Intimidation","Medicine","Persuasion","Religion"],"weaponProficiencies":"Simple Weapons, Martial Weapons","armorTraining":"Light Armor, Medium Armor, Heavy Armor, Shields","startingEquipmentOptions":["Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP","150 GP"],"level":1,"numberOfSkills":2,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"Martial Weapons","multiclassArmorTraining":"Medium Armor","spellcastingMultiplier":0.5,"spellAbility":"Charisma","classFeatures":{"1":[{"id":"1_Becoming A Paladin As A Level 1 Character_Paladin","name":"Becoming A Paladin As A Level 1 Character","description":"As a 1st-level Paladin, you begin play with 10 + your Constitution modifier hit points.\n\nCore Paladin Traits\nPrimary Ability: Strength and Charisma\nHit Point Die: D10 per Paladin level\nSaving Throw Proficiencies: Wisdom and Charisma\nSkill Proficiencies: Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion\nWeapon Proficiencies: Simple and Martial weapons\nArmor Training: Light, Medium, and Heavy armor and Shields\nStarting Equipment: Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP\n\nSource:\tPlayer's Handbook (2024) p. 109","type":"Paladin Class Feature","prerequisiteList":[],"customFields":{"Lay on Hands":{"1":5,"2":10,"3":15,"4":20,"5":25,"6":30,"7":35,"8":40,"9":45,"10":50,"11":55,"12":60,"13":65,"14":70,"15":75,"16":80,"17":85,"18":90,"19":95,"20":100,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Paladin As A Multiclass Character_Paladin","name":"Becoming A Paladin As A Multiclass Character","description":"Core Paladin Traits\nPrimary Ability: Strength and Charisma\nHit Point Die: D10 per Paladin level\nWeapon Proficiencies: Martial weapons\nArmor Training: Light and Medium armor and Shields\n\nSource:\tPlayer's Handbook (2024) p. 109","type":"Paladin Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Level1Spellcasting_Paladin","name":"Level 1: Spellcasting","description":"You have learned to use the magical essence of nature/divinity to cast spells. See the Spellcasting section for the general rules of spellcasting and the Paladin table for the number of spell slots you have at each level.","type":"Paladin Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"","spellcastingAttribute":"Charisma","spellSlotsPerLevel":{"1":[2],"2":[2],"3":[3],"4":[3],"5":[4,2],"6":[4,2],"7":[4,3],"8":[4,3],"9":[4,3,2],"10":[4,3,2],"11":[4,3,3],"12":[4,3,3],"13":[4,3,3,1],"14":[4,3,3,1],"15":[4,3,3,2],"16":[4,3,3,2],"17":[4,3,3,3,1],"18":[4,3,3,3,1],"19":[4,3,3,3,2],"20":[4,3,3,3,2]},"preparedSpells":{"1":2,"2":3,"3":4,"4":5,"5":6,"7":7,"9":9,"11":10,"13":11,"15":12,"17":14,"19":15},"cantrips":{"1":0,"2":0,"3":0,"4":0,"5":0,"6":0,"7":0,"8":0,"9":0,"10":0,"11":0,"12":0,"13":0,"14":0,"15":0,"16":0,"17":0,"18":0,"19":0,"20":0}}]},"subClasses":{"3":[{"subClassId":"3_Paladin_oath_of_devotion","name":"Oath of Devotion","source":"Oath of Devotion","description":"Uphold the Ideals of justice and Order\n\nThe Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some-for better or worse-hold the rest of the world to the same standards.\n\tMany who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.\n\tThese paladins share the following tenets:\n\n\t\u2022 Let your word be your promise.\n\t\u2022 Protect the weak and never fear to act.\n\t\u2022 Let your honorable deeds be an example.\n\nSource:\tPlayer's Handbook (2024) p. 113","features":{"3":[{"id":"3_Level 3: Oath of Devotion Spells (Oath of Devotion)_Oath of Devotion","name":"Level 3: Oath of Devotion Spells (Oath of Devotion)","description":"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.\n\nOath of Devotion Spells:\nPaladin Level | Spells\n3 | Protection from Evil and Good, Shield of Faith\n5 | Aid, Zone of Truth\n9 | Beacon of Hope, Dispel Magic\n13 | Freedom of Movement, Guardian of Faith\n17 | Commune, Flame Strike\n\nSource:\tPlayer's Handbook (2024) p. 113","type":"Oath of Devotion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Sacred Weapon (Oath of Devotion)_Oath of Devotion","name":"Level 3: Sacred Weapon (Oath of Devotion)","description":"When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +l), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.\n\tThe weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.\n\tYou can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.\n\nSource:\tPlayer's Handbook (2024) p. 113","type":"Oath of Devotion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"7":[{"id":"7_Level 7: Aura of Devotion (Oath of Devotion)_Oath of Devotion","name":"Level 7: Aura of Devotion (Oath of Devotion)","description":"You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.\n\nSource:\tPlayer's Handbook (2024) p. 114","type":"Oath of Devotion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Smite of Protection (Oath of Devotion)_Oath of Devotion","name":"Level 15: Smite of Protection (Oath of Devotion)","description":"Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 114","type":"Oath of Devotion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"20":[{"id":"20_Level 20: Holy Nimbus (Oath of Devotion)_Oath of Devotion","name":"Level 20: Holy Nimbus (Oath of Devotion)","description":"As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\nHoly Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.\n\nRadiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.\n\nSunlight. The aura is filled with Bright Light that is sunlight.\n\nSource:\tPlayer's Handbook (2024) p. 114","type":"Oath of Devotion Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}]},"additionalSpells":{}},{"subClassId":"3_Paladin_oath_of_glory","name":"Oath of Glory","source":"Oath of Glory","description":"Strive for the Heights of Heroism\n\nPaladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they're all ready when destiny calls.\n\tThese paladins share the following tenets:\n\n\t\u2022 Endeavor to be known by your deeds.\n\t\u2022 Face hardships with courage.\n\t\u2022 Inspire others to strive for glory.\n\nSource:\tPlayer's Handbook (2024) p. 114","features":{"3":[{"id":"3_Level 3: Oath of Glory Spells (Oath of Glory)_Oath of Glory","name":"Level 3: Oath of Glory Spells (Oath of Glory)","description":"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.\n\nOath of Glory Spells:\nPaladin Level | Spells\n3 | Guiding Bolt, Heroism\n5 | Enhance Ability, Magic Weapon\n9 | Haste, Protection from Energy\n13 | Compulsion, Freedom of Movement\n17 | Legend Lore, Yolande's Regal Presence\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of Glory Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Inspiring Smite (Oath of Glory)_Oath of Glory","name":"Level 3: Inspiring Smite (Oath of Glory)","description":"Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 plus your Paladin level, divided among the chosen creatures however you like.\n\nSource:\tPlayer's Handbook (2024) p. 115114","type":"Oath of Glory Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Peerless Athlete (Oath of Glory)_Oath of Glory","name":"Level 3: Peerless Athlete (Oath of Glory)","description":"As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of Glory Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"7":[{"id":"7_Level 7: Aura of Alacrity (Oath of Glory)_Oath of Glory","name":"Level 7: Aura of Alacrity (Oath of Glory)","description":"Your Speed increases by 10 feet.\n\tIn addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn t here, the ally's Speed increases by 10 feet until the end of their next turn.\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of Glory Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Glorious Defense (Oath of Glory)_Oath of Glory","name":"Level 15: Glorious Defense (Oath of Glory)","description":"You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can take a Reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this Reaction if the attacker is within your weapon's range.\n\tYou can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of Glory Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"20":[{"id":"20_Level 20: Living Legend (Oath of Glory)_Oath of Glory","name":"Level 20: Living Legend (Oath of Glory)","description":"You can empower yourself with the legends whether true or exaggerated-of your great deeds. As a Bonus Action, you gain the benefits below for 10 minutes. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\nCharismatic. You are blessed with an otherworldly presence and have Advantage on all Charisma checks.\n\nSaving Throw Reroll. If you fail a saving throw, you can take a Reaction to reroll it. You must use this new roll.\n\nUnerring Strike. Once on each of your turns when you make an attack roll with a weapon and miss. you can cause that attack to hit instead.\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of Glory Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}]},"additionalSpells":{}},{"subClassId":"3_Paladin_oath_of_the_ancients","name":"Oath of the Ancients","source":"Oath of the Ancients","description":"Preserve Life and Light in the World\n\nThe Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things-leaves. antlers. or flowers-to reflect their commitment to preserving life and light.\n\tThese paladins share the following tenets:\n\n\t\u2022 Kindle the light of hope.\n\t\u2022 Shelter life.\n\t\u2022 Delight in art and laughter.\n\nSource:\tPlayer's Handbook (2024) p. 115","features":{"3":[{"id":"3_Level 3: Oath of the Ancients Spells (Oath of the Ancients)_Oath of the Ancients","name":"Level 3: Oath of the Ancients Spells (Oath of the Ancients)","description":"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.\n\nOath of the Ancients Spells:\nPaladin Level | Spells\n3 | Ensnaring Strike, Speak with Animals\n5 | Misty Step, Moonbeam\n9 | Plant Growth, Protection from Energy\n13 | Ice Storm, Stoneskin\n17 | Commune with Nature, Tree Stride\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of the Ancients Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Nature's Wrath (Oath of the Ancients)_Oath of the Ancients","name":"Level 3: Nature's Wrath (Oath of the Ancients)","description":"As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nSource:\tPlayer's Handbook (2024) p. 115","type":"Oath of the Ancients Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"7":[{"id":"7_Level 7: Aura of Warding (Oath of the Ancients)_Oath of the Ancients","name":"Level 7: Aura of Warding (Oath of the Ancients)","description":"Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.\n\nSource:\tPlayer's Handbook (2024) p. 116","type":"Oath of the Ancients Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Undying Sentinel (Oath of the Ancients)_Oath of the Ancients","name":"Level 15: Undying Sentinel (Oath of the Ancients)","description":"When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this feature, you can't do so again until you finish a Long Rest.\n\tAdditionally, you can't be aged magically, and you cease visibly aging.\n\nSource:\tPlayer's Handbook (2024) p. 116","type":"Oath of the Ancients Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"20":[{"id":"20_Level 20: Elder Champion (Oath of the Ancients)_Oath of the Ancients","name":"Level 20: Elder Champion (Oath of the Ancients)","description":"As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\nDiminish Defiance. Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.\n\nRegeneration. At the start of each of your turns, you regain 10 Hit Points.\n\nSwift Spells. Whenever you cast a spell that has a casting time of an action, you can cast it using a Bonus Action instead.\n\nSource:\tPlayer's Handbook (2024) p. 116","type":"Oath of the Ancients Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}]},"additionalSpells":{}},{"subClassId":"3_Paladin_oath_of_vengeance","name":"Oath of Vengeance","source":"Oath of Vengeance","description":"Punish Evildoers at Any Cost\n\nThe Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves' guild grows too violent, when a dragon rampages through the countryside- at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.\n\tThese paladins share the following tenets:\n\n\t\u2022 Show the wicked no mercy.\n\t\u2022 Fight injustice and its causes.\n\t\u2022 Aid those harmed by injustice.\n\nSource:\tPlayer's Handbook (2024) p. 116","features":{"3":[{"id":"3_Level 3: Oath of Vengeance Spells (Oath of Vengeance)_Oath of Vengeance","name":"Level 3: Oath of Vengeance Spells (Oath of Vengeance)","description":"The magic of your oath ensures you always h ave certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.\n\nOath of Vengeance Spells:\nPaladin Level | Spells\n3 | Bane, Hunter's Mark\n5 | Hold Person, Misty Step\n9 | Haste, Protection from Energy\n13 | Banishment, Dimension Door\n17 | Hold Monster, Scrying\n\nSource:\tPlayer's Handbook (2024) p. 116","type":"Oath of Vengeance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Vow of Enmity (Oath of Vengeance)_Oath of Vengeance","name":"Level 3: Vow of Enmity (Oath of Vengeance)","description":"When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.\n\tIf the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 117","type":"Oath of Vengeance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"7":[{"id":"7_Level 7: Relentless Avenger (Oath of Vengeance)_Oath of Vengeance","name":"Level 7: Relentless Avenger (Oath of Vengeance)","description":"Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature's Speed to 0 until the end of the current turn. You can then move up to half your Speed as part of the same Reaction. This movement doesn't provoke Opportunity Attacks.\n\nSource:\tPlayer's Handbook (2024) p. 117","type":"Oath of Vengeance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"15":[{"id":"15_Level 15: Soul of Vengeance (Oath of Vengeance)_Oath of Vengeance","name":"Level 15: Soul of Vengeance (Oath of Vengeance)","description":"Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a Reaction to make a melee at tack against that creature if it's within range.\n\nSource:\tPlayer's Handbook (2024) p. 117","type":"Oath of Vengeance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"20":[{"id":"20_Level 20: Avenging Angel (Oath of Vengeance)_Oath of Vengeance","name":"Level 20: Avenging Angel (Oath of Vengeance)","description":"As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\nFlight. You sprout spectral wings on your back, have a Fly Speed of 60 feet, and can hover.\n\nFrightful Aura. Whenever an enemy starts its turn in your Aura of Protect ion, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.\n\nSource:\tPlayer's Handbook (2024) p. 117","type":"Oath of Vengeance Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}]},"additionalSpells":{}},{"subClassId":"3_Paladin_oath_of_the_noble_genies","name":"Oath of the Noble Genies","source":"Oath of the Noble Genies","description":"Brandish the Elemental Splendor of Genies\n\nPaladins sworn to the Oath of the Noble Genies revere the forces of the Elemental Planes. Through taking this oath, Paladins draw power from the four different types of genies\u2014dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water. In Faer\u00fbn, many Paladins who swear this oath hail from Calimshan, a land teeming with genies.\n\tPaladins who swear this oath often undertake quests that take them all over the Realms and across the multiverse\u2014including the Elemental Planes. These paladins share the following tenets:\n\n\t\u2022 Sow the seeds of creation amid the ashes of destruction.\n\t\u2022 Lead with splendor and grace.\n\t\u2022 Respect the elements, and fear their wrath.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","features":{"3":[{"id":"3_Level 3: Elemental Smite (Oath of the Noble Genies)_Oath of the Noble Genies","name":"Level 3: Elemental Smite (Oath of the Noble Genies)","description":"Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and invoke one of the following effects.\n\nDao's Crush. Earth rises up around the target of your Divine Smite. The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.\n\nDjinni's Escape. You teleport to an unoccupied space you can see within 30 feet of yourself and take on a semi-incorporeal form, which lasts until the end of your next turn. While in this form, you have Resistance to Bludgeoning, Piercing, and Slashing damage, and you have Immunity to the Grappled, Prone, and Restrained conditions.\n\nEfreeti's Fury. The target of your Divine Smite takes an extra 2d4 Fire damage, and fire jumps from the target to another creature you can see within 30 feet of yourself. The second creature also takes 2d4 Fire damage.\n\nMarid's Surge. The target of your Divine Smite and each creature of your choice in a 10-foot Emanation originating from you make a Strength saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet straight away from you and has the Prone condition.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Oath of the Noble Genies Feature","prerequisiteList":[],"customFields":{"Elemental Rebuke":{"15":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Genie Spells (Oath of the Noble Genies)_Oath of the Noble Genies","name":"Level 3: Genie Spells (Oath of the Noble Genies)","description":"When you reach a Paladin level specified in the Genie Spells table, you thereafter always have the listed spells prepared.\n\nPaladin Level | Spells\n3 | Chromatic Orb, Elementalism, Thunderous Smite\n5 | Mirror Image, Phantasmal Force\n9 | Fly, Gaseous Form\n13 | Conjure Minor Elementals, Summon Elemental\n17 | Banishing Smite, Contact Other Plane\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Oath of the Noble Genies Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Genie's Splendor (Oath of the Noble Genies)_Oath of the Noble Genies","name":"Level 3: Genie's Splendor (Oath of the Noble Genies)","description":"When you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. You can use a Shield and still gain this benefit.\n\tYou also gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Performance, or Persuasion.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Oath of the Noble Genies Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"7":[{"id":"7_Level 7: Aura of Elemental Shielding (Oath of the Noble Genies)_Oath of the Noble Genies","name":"Level 7: Aura of Elemental Shielding (Oath of the Noble Genies)","description":"Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have Resistance to that damage type while in your Aura of Protection.\n\tAt the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required).\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Oath of the Noble Genies Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"15":[{"id":"15_Level 15: Elemental Rebuke (Oath of the Noble Genies)_Oath of the Noble Genies","name":"Level 15: Elemental Rebuke (Oath of the Noble Genies)","description":"When you are hit by an attack roll, you can take a Reaction to halve the attack's damage against yourself (round down) and force the attacker to make a Dexterity saving throw against your spell save DC. On a failed save, the attacker takes damage equal to 2d10 plus your Charisma modifier of one of the following types (your choice): Acid, Cold, Fire, Lightning, or Thunder. On a successful save, the attacker takes half as much damage.\n\tYou can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Oath of the Noble Genies Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"20":[{"id":"20_Level 20: Noble Scion (Oath of the Noble Genies)_Oath of the Noble Genies","name":"Level 20: Noble Scion (Oath of the Noble Genies)","description":"As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).\n\nFlight. You have a Fly Speed of 60 feet and can hover.\n\nMinor Wish. When you or an ally in your Aura of Protection fails a D20 Test, you can take a Reaction to make the D20 Test succeed instead.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Oath of the Noble Genies Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}]},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{},"slotsReset":"L"},{"id":"ranger","name":"Ranger","source":"Unknown","description":"far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.\n\tThanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.\n\nSource:\tPlayer's Handbook (2024) p. 119","primaryAbility":{"logic":"AND","abilities":{"Dexterity":"required","Wisdom":"required"}},"hitPointDie":"1d10","hitPointsAtLevel1":"10 + Constitution","hitPointsPerLevel":"1d10 + Constitution","savingThrowProficiencies":["Strength","Dexterity"],"skillProficiencies":["Animal Handling","Athletics","Insight","Investigation","Nature","Perception","Stealth","Survival"],"weaponProficiencies":"Simple Weapons, Martial Weapons","armorTraining":"Light Armor, Medium Armor, Shields","startingEquipmentOptions":["Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus","150GP"],"level":1,"numberOfSkills":3,"multiclassNumberOfSkills":1,"multiclassWeaponProficiencies":"Martial Weapons","multiclassArmorTraining":"Medium Armor","spellcastingMultiplier":0.5,"spellAbility":"Wisdom","classFeatures":{"1":[{"id":"1_Becoming A Ranger As A Level 1 Character_Ranger","name":"Becoming A Ranger As A Level 1 Character","description":"As a 1st-level Ranger, you begin play with 10 + your Constitution modifier hit points.\n\nCore Ranger Traits\nPrimary Ability: Dexterity and Wisdom\nHit Point Die: D10 per Ranger level\nSaving Throw Proficiencies: Strength and Dexterity\nSkill Proficiencies: Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival\nWeapon Proficiencies: Simple and Martial weapons\nArmor Training: Light and Medium armor and Shields\nStarting Equipment: Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP; or (B) 150GP\n\nSource:\tPlayer's Handbook (2024) p. 119","type":"Ranger Class Feature","prerequisiteList":[],"customFields":{"Favored Enemy":{"1":2,"5":3,"9":4,"13":5,"17":6,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Ranger As A Multiclass Character_Ranger","name":"Becoming A Ranger As A Multiclass Character","description":"Core Ranger Traits\nPrimary Ability: Dexterity and Wisdom\nHit Point Die: D10 per Ranger level\nSkill Proficiencies: Choose 1: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival\nWeapon Proficiencies: Martial weapons\nArmor Training: Light and Medium armor and Shields\n\nSource:\tPlayer's Handbook (2024) p. 119","type":"Ranger Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Level1Spellcasting_Ranger","name":"Level 1: Spellcasting","description":"You have learned to use the magical essence of nature/divinity to cast spells. See the Spellcasting section for the general rules of spellcasting and the Ranger table for the number of spell slots you have at each level.","type":"Ranger Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"","spellcastingAttribute":"Wisdom","spellSlotsPerLevel":{"1":[2],"2":[2],"3":[3],"4":[3],"5":[4,2],"6":[4,2],"7":[4,3],"8":[4,3],"9":[4,3,2],"10":[4,3,2],"11":[4,3,3],"12":[4,3,3],"13":[4,3,3,1],"14":[4,3,3,1],"15":[4,3,3,2],"16":[4,3,3,2],"17":[4,3,3,3,1],"18":[4,3,3,3,1],"19":[4,3,3,3,2],"20":[4,3,3,3,2]},"preparedSpells":{"1":2,"2":4,"3":5,"4":6,"7":7,"9":9,"11":10,"13":11,"15":12,"17":14,"19":15},"cantrips":{"1":0,"2":0,"3":0,"4":0,"5":0,"6":0,"7":0,"8":0,"9":0,"10":0,"11":0,"12":0,"13":0,"14":0,"15":0,"16":0,"17":0,"18":0,"19":0,"20":0}}]},"subClasses":{"3":[{"subClassId":"3_Ranger_beast_master","name":"Beast Master","source":"Beast Master","description":"Bond with a Primal Beast\n\nA Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.\n\nSource:\tPlayer's Handbook (2024) p. 122","features":{"3":[{"id":"3_Level 3: Primal Companion (Beast Master)_Beast Master","name":"Level 3: Primal Companion (Beast Master)","description":"You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.\n\tThe beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.\n\nThe Beast in Combat. In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command t he beast to take the Beast's Strike action. If you h ave the Incapacitated condition, the beast acts on its own and isn't limited to the Dodge action.\n\nRestoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.\n\tWhenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.\n\nSource:\tPlayer's Handbook (2024) p. 122","type":"Beast Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"7":[{"id":"7_Level 7: Exceptional Training (Beast Master)_Beast Master","name":"Level 7: Exceptional Training (Beast Master)","description":"When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.\n\tIn addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Beast Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"11":[{"id":"11_Level 11: Bestial Fury (Beast Master)_Beast Master","name":"Level 11: Bestial Fury (Beast Master)","description":"When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.\n\tIn addition, the first time each turn it hits a creature under the effect of your Hunter's Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Beast Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"15":[{"id":"15_Level 15: Share Spells (Beast Master)_Beast Master","name":"Level 15: Share Spells (Beast Master)","description":"When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Beast Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Ranger_fey_wanderer","name":"Fey Wanderer","source":"Fey Wanderer","description":"Wield Fey Mirth and Fury\n\nA fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.\n\nSource:\tPlayer's Handbook (2024) p. 123","features":{"3":[{"id":"3_Level 3: Fey Wanderer Spells (Fey Wanderer)_Fey Wanderer","name":"Level 3: Fey Wanderer Spells (Fey Wanderer)","description":"When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.\n\nFey Wanderer Spells:\nRanger Level | Spell\n3 | Charm Person\n5 | Misty Step\n9 | Summon Fey\n13 | Dimension Door\n17 | Mislead\n\nYou also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.\n\nFeywild Gifts:\n1d6 | Gift\n1 | Illusory butterflies flutter around you while you take a Short or Long Rest.\n2 | Flowers bloom from your hair each dawn.\n3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.\n4 | Your shadow dances while no one is looking directly at it.\n5 | Horns or antlers sprout from your head.\n6 | Your skin and hair change color each dawn.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Dreadful Strikes (Fey Wanderer)_Fey Wanderer","name":"Level 3: Dreadful Strikes (Fey Wanderer)","description":"You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger level 11.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Otherworldly Glamour (Fey Wanderer)_Fey Wanderer","name":"Level 3: Otherworldly Glamour (Fey Wanderer)","description":"Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).\n\tYou also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"7":[{"id":"7_Level 7: Beguiling Twist (Fey Wanderer)_Fey Wanderer","name":"Level 7: Beguiling Twist (Fey Wanderer)","description":"The magic of the Feywild guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.\n\tIn addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nSource:\tPlayer's Handbook (2024) p. 125","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"11":[{"id":"11_Level 11: Fey Reinforcements (Fey Wanderer)_Fey Wanderer","name":"Level 11: Fey Reinforcements (Fey Wanderer)","description":"You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.\n\tWhenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.\n\nSource:\tPlayer's Handbook (2024) p. 125","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Misty Wanderer (Fey Wanderer)_Fey Wanderer","name":"Level 15: Misty Wanderer (Fey Wanderer)","description":"You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\tIn addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.\n\nSource:\tPlayer's Handbook (2024) p. 125","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Ranger_gloom_stalker","name":"Gloom Stalker","source":"Gloom Stalker","description":"Draw on Shadow Magic to Fight Your Foes\n\nGloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.\n\nSource:\tPlayer's Handbook (2024) p. 125","features":{"3":[{"id":"3_Level 3: Gloom Stalker Spells (Gloom Stalker)_Gloom Stalker","name":"Level 3: Gloom Stalker Spells (Gloom Stalker)","description":"When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.\n\nGloom Stalker Spells:\nRanger Level | Spells\n3 | Disguise Self\n5 | Rope Trick\n9 | Fear\n13 | Greater Invisibility\n17 | Seeming\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Dread Ambusher (Gloom Stalker)_Gloom Stalker","name":"Level 3: Dread Ambusher (Gloom Stalker)","description":"You have mastered the art of creating fearsome ambushes, granting you the following benefits.\n\nAmbusher's Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.\n\nDreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nInitiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.\n\nSource:\tPlayer's Handbook (2024) p. 125","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Umbral Sight (Gloom Stalker)_Gloom Stalker","name":"Level 3: Umbral Sight (Gloom Stalker)","description":"You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.\n\tYou are also adept at evading creatures that rely on Darkvision. While entirely in Darkness. you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"7":[{"id":"7_Level 7: Iron Mind (Gloom Stalker)_Gloom Stalker","name":"Level 7: Iron Mind (Gloom Stalker)","description":"You have honed your ability to resist mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"11":[{"id":"11_Level 11: Stalker's Flurry (Gloom Stalker)_Gloom Stalker","name":"Level 11: Stalker's Flurry (Gloom Stalker)","description":"The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.\n\nSudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon's range.\n\nMass Fear. The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Shadowy Dodge (Gloom Stalker)_Gloom Stalker","name":"Level 15: Shadowy Dodge (Gloom Stalker)","description":"When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}]},"additionalSpells":{}},{"subClassId":"3_Ranger_hunter","name":"Hunter","source":"Hunter","description":"Protect Nature and People from Destruction\n\nYou stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.\n\nSource:\tPlayer's Handbook (2024) p. 127","features":{"3":[{"id":"3_Level 3: Hunter's Lore (Hunter)_Hunter","name":"Level 3: Hunter's Lore (Hunter)","description":"You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Hunter's Prey (Hunter)_Hunter","name":"Level 3: Hunter's Prey (Hunter)","description":"You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\nColossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal t his extra damage only once per turn.\n\nHorde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"7":[{"id":"7_Level 7: Defensive Tactics (Hunter)_Hunter","name":"Level 7: Defensive Tactics (Hunter)","description":"You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\nEscape the Horde. Opportunity Attacks have Disadvantage against you.\n\nMultiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"11":[{"id":"11_Level 11: Superior Hunter's Prey (Hunter)_Hunter","name":"Level 11: Superior Hunter's Prey (Hunter)","description":"Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Superior Hunter's Defense (Hunter)_Hunter","name":"Level 15: Superior Hunter's Defense (Hunter)","description":"When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}]},"additionalSpells":{}},{"subClassId":"3_Ranger_winter_walker","name":"Winter Walker","source":"Winter Walker","description":"Withstand the Horrors of Frigid Wastelands\n\nWinter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Icewind Dale, including the latent magic of fallen Netherese cities, endemic monsters like yetis and crag cats, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Ten-Towns citizens say that Winter Walkers' frequent exposure to malignant entities gives them their fearsome powers. Many Reghed nomads, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","features":{"3":[{"id":"3_Level 3: Frigid Explorer (Winter Walker)_Winter Walker","name":"Level 3: Frigid Explorer (Winter Walker)","description":"You gain the following benefits.\n\nBiting Cold. Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.\n\nFrost Resistance. You have Resistance to Cold damage.\n\nPolar Strikes. When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Hunter's Rime (Winter Walker)_Winter Walker","name":"Level 3: Hunter's Rime (Winter Walker)","description":"Ice rimes you and your prey, protecting you and slowing them. When you cast Hunter's Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level.\n\tAdditionally, while a creature is marked by your Hunter's Mark, it can't take the Disengage action.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Winter Walker Spells (Winter Walker)_Winter Walker","name":"Level 3: Winter Walker Spells (Winter Walker)","description":"When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.\n\nRanger Level | Spells\n3 | Ice Knife\n5 | Hold Person\n9 | Remove Curse\n13 | Ice Storm\n17 | Cone of Cold\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"7":[{"id":"7_Level 7: Fortifying Soul (Winter Walker)_Winter Walker","name":"Level 7: Fortifying Soul (Winter Walker)","description":"Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a Magic action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains Hit Points equal to 1d10 plus your Ranger level and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"customFields":{"Fortifying Soul":{"7":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"11":[{"id":"11_Level 11: Chilling Retribution (Winter Walker)_Winter Walker","name":"Level 11: Chilling Retribution (Winter Walker)","description":"When a creature hits you with an attack roll, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Stunned condition until the end of your next turn. While the target is Stunned, its Speed is reduced to 0 feet.\n\tYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"customFields":{"Chilling Retribution":{"11":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"11_Level 11: Polar Strikes Improvement (Winter Walker)_Winter Walker","name":"Level 11: Polar Strikes Improvement (Winter Walker)","description":"Your Polar Strikes damage increases to 1d6 Cold damage.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Frozen Haunt (Winter Walker)_Winter Walker","name":"Level 15: Frozen Haunt (Winter Walker)","description":"When you cast Hunter's Mark, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).\n\nFrozen Soul. You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage.\n\nPartially Incorporeal. You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"customFields":{"Frozen Haunt":{"15":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{},"slotsReset":"L"},{"id":"rogue","name":"Rogue","source":"Unknown","description":"Rogues rely on cunning, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.\n\tIn combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.\n\tSome Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue's relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.\n\nSource:\tPlayer's Handbook (2024) p. 129","primaryAbility":{"logic":"SINGLE","abilities":{"Dexterity":"required"}},"hitPointDie":"1d8","hitPointsAtLevel1":"8 + Constitution","hitPointsPerLevel":"1d8 + Constitution","savingThrowProficiencies":["Dexterity","Intelligence"],"skillProficiencies":["Acrobatics","Athletics","Deception","Insight","Intimidation","Investigation","Perception","Performance","Persuasion","Sleight of Hand","Stealth"],"weaponProficiencies":"Simple Weapons","armorTraining":"Light Armor","startingEquipmentOptions":["Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP","100 GP"],"level":1,"numberOfSkills":4,"multiclassNumberOfSkills":1,"multiclassWeaponProficiencies":"Simple Weapons","multiclassArmorTraining":"Light Armor","spellcastingMultiplier":0.33,"spellAbility":"Intelligence","classFeatures":{"1":[{"id":"1_Becoming A Rogue As A Level 1 Character_Rogue","name":"Becoming A Rogue As A Level 1 Character","description":"As a 1st-level Rogue, you begin play with 8 + your Constitution modifier hit points.\n\nCore Rogue Traits\nPrimary Ability: Dexterity\nHit Point Die: D8 per Rogue level\nSaving Throw Proficiencies: Dexterity and Intelligence\nSkill Proficiencies: Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth\nWeapon Proficiencies: Simple weapons and Martial weapons that have the Finesse or Light property\nTool Proficiencies: Thieves' Tools\nArmor Training: Light armor\nStarting Equipment: Choose A or 8: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP\n\nSource:\tPlayer's Handbook (2024) p. 129","type":"Rogue Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Rogue As A Multiclass Character_Rogue","name":"Becoming A Rogue As A Multiclass Character","description":"Core Rogue Traits\nPrimary Ability: Dexterity\nHit Point Die: D8 per Rogue level\nSkill Proficiencies: Choose 1: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth\nTool Proficiencies: Thieves' Tools\nArmor Training: Light armor\n\nSource:\tPlayer's Handbook (2024) p. 129","type":"Rogue Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"subClasses":{"3":[{"subClassId":"3_Rogue_arcane_trickster","name":"Arcane Trickster","source":"Arcane Trickster","description":"Enhance Stealth with Arcane Spells\n\nSome Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.\n\nSource:\tPlayer's Handbook (2024) p. 132","features":{"3":[{"id":"3_Level 3: Spellcasting (Arcane Trickster)_Arcane Trickster","name":"Level 3: Spellcasting (Arcane Trickster)","description":"You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.\n\nCantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list (see that class's section for its list). Mind Sliver and Minor Illusion are recommended.\n\tWhenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.\n\tWhen you reach Rogue level 10, you learn another Wizard cantrip of your choice.\n\nSpell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.\n\nPrepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self. and Fog Cloud are recommended.\n\tThe number of spells on your list increases as you gain Rogue levels. as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.\n\nChanging Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.\n\nSpellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.\n\nSpellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.\n\nPrepared Spells:\nLevel | Prepared Spells\n3 | 3\n4 | 4\n7 | 5\n8 | 6\n10 | 7\n11 | 8\n13 | 9\n14 | 10\n16 | 11\n19 | 12\n20 | 13\n\nSource:\tPlayer's Handbook (2024) p. 132","type":"Arcane Trickster Feature","prerequisiteList":[],"spellSlotsPerLevel":{"3":[2],"4":[3],"5":[3],"6":[3],"7":[4,2],"8":[4,2],"9":[4,2],"10":[4,3],"11":[4,3],"12":[4,3],"13":[4,3,2],"14":[4,3,2],"15":[4,3,2],"16":[4,3,3],"17":[4,3,3],"18":[4,3,3],"19":[4,3,3,1],"20":[4,3,3,1]},"preparedSpells":{"3":3,"4":4,"7":5,"8":6,"10":7,"11":8,"13":9,"14":10,"16":11,"19":12,"20":13},"cantrips":{"3":3,"4":3,"5":3,"6":3,"7":3,"8":3,"9":3,"10":4,"11":4,"12":4,"13":4,"14":4,"15":4,"16":4,"17":4,"18":4,"19":4,"20":4},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Mage Hand Legerdemain (Arcane Trickster)_Arcane Trickster","name":"Level 3: Mage Hand Legerdemain (Arcane Trickster)","description":"When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.\n\nSource:\tPlayer's Handbook (2024) p. 133","type":"Arcane Trickster Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"9":[{"id":"9_Level 9: Magical Ambush (Arcane Trickster)_Arcane Trickster","name":"Level 9: Magical Ambush (Arcane Trickster)","description":"If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.\n\nSource:\tPlayer's Handbook (2024) p. 133","type":"Arcane Trickster Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"13":[{"id":"13_Level 13: Versatile Trickster (Arcane Trickster)_Arcane Trickster","name":"Level 13: Versatile Trickster (Arcane Trickster)","description":"You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.\n\nSource:\tPlayer's Handbook (2024) p. 133","type":"Arcane Trickster Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"17":[{"id":"17_Level 17: Spell Thief (Arcane Trickster)_Arcane Trickster","name":"Level 17: Spell Thief (Arcane Trickster)","description":"You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.\n\tImmediately after a creature casts a spell that targets you or includes you in its area of effect. you can take a Reaction to force the creature to make an Intelligence saving throw. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn't need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can't cast it unHl the 8 hours have passed.\n\tOnce you steal a spell with this feature. you can't use this feature again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 133","type":"Arcane Trickster Feature","prerequisiteList":[],"customFields":{"Spell Thief":{"17":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}]},"additionalSpells":{}},{"subClassId":"3_Rogue_assassin","name":"Assassin","source":"Assassin","description":"Practice the Grim Art of Death\n\nAn Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.\n\nSource:\tPlayer's Handbook (2024) p. 134","features":{"3":[{"id":"3_Level 3: Assassinate (Assassin)_Assassin","name":"Level 3: Assassinate (Assassin)","description":"You're adept at ambushing a target, granting you the following benefits.\n\nInitiative. You have Advantage on Initiative rolls.\n\nSurprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.\n\nSource:\tPlayer's Handbook (2024) p. 134","type":"Assassin Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Assassin's Tools (Assassin)_Assassin","name":"Level 3: Assassin's Tools (Assassin)","description":"You gain a Disguise Kit and a Poisoner's Kit, and you have proficiency with them.\n\nSource:\tPlayer's Handbook (2024) p. 134","type":"Assassin Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"9":[{"id":"9_Level 9: Infiltration Expertise (Assassin)_Assassin","name":"Level 9: Infiltration Expertise (Assassin)","description":"You are expert at the following techniques that aid your infiltrations.\n\nMasterful Mimicry. You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them.\n\nRoving Aim. Your Speed isn't reduced to 0 by using Steady Aim.\n\nSource:\tPlayer's Handbook (2024) p. 134","type":"Assassin Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"13":[{"id":"13_Level 13: Envenom Weapons (Assassin)_Assassin","name":"Level 13: Envenom Weapons (Assassin)","description":"When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.\n\nSource:\tPlayer's Handbook (2024) p. 134","type":"Assassin Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"17":[{"id":"17_Level 17: Death Strike (Assassin)_Assassin","name":"Level 17: Death Strike (Assassin)","description":"When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack's damage is doubled against the target.\n\nSource:\tPlayer's Handbook (2024) p. 134","type":"Assassin Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Rogue_soulknife","name":"Soulknife","source":"Soulknife","description":"Strike Foes with Psionic Blades\n\nA Soulknife strikes with t he mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.\n\nSource:\tPlayer's Handbook (2024) p. 135","features":{"3":[{"id":"3_Level 3: Psionic Power (Soulknife)_Soulknife","name":"Level 3: Psionic Power (Soulknife)","description":"You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soul knife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.\n\nPsionic Power:\nRogue Level | Die Size | Number\n3 | D6 | 4\n5 | D8 | 6\n9 | D8 | 8\n11 | D10 | 8\n13 | D10 | 10\n17 | D12 | 12\n\nAny features in this subclass that use a Psionic Energy Die use only the dice from t his subclass. Some of your powers expend a Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when your Psionic Energy Dice are all expended.\n\tYou regain one of your expended Psionic Energy Dice when you finish a Short Rest. and you regain all of them when you finish a Long Rest.\n\nPsi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.\n\nPsychic Whispers. You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).\n\tThe first time you use this power after each Long Rest, you don't expend the Psionic Energy Die. All other times you use the power, you expend the die.\n\nSource:\tPlayer's Handbook (2024) p. 135","type":"Soulknife Feature","prerequisiteList":[],"customFields":{"Psionic Energy Dice":{"3":4,"5":6,"9":8,"13":10,"17":12,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Psychic Blades (Soulknife)_Soulknife","name":"Level 3: Psychic Blades (Soulknife)","description":"You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits:\n\nWeapon Category: Simple Melee\nDamage on a Hit: 1d6 Psychic plus the ability modifier used for the attack roll\nProperties: Finesse, Thrown (range 60/120 feet)\nMastery: Vex (you can use this property, and it doesn't count against the number of properties you can use with Weapon Mastery)\n\nThe blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.\n\tAfter you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.\n\nSource:\tPlayer's Handbook (2024) p. 136","type":"Soulknife Feature","prerequisiteList":[],"customFields":{"Psychic Veil":{"13":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"9":[{"id":"9_Level 9: Soul Blades (Soulknife)_Soulknife","name":"Level 9: Soul Blades (Soulknife)","description":"You can now use the following powers with your Psychic Blades.\n\nHoming Strikes. If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.\n\nPsychic Teleportation. As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.\n\nSource:\tPlayer's Handbook (2024) p. 136","type":"Soulknife Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"13":[{"id":"13_Level 13: Psychic Veil (Soulknife)_Soulknife","name":"Level 13: Psychic Veil (Soulknife)","description":"You can weave a veil of psychic static to mask yourself. As a Magic action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.\n\tOnce you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 136","type":"Soulknife Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"17":[{"id":"17_Level 17: Rend Mind (Soulknife)_Soulknife","name":"Level 17: Rend Mind (Soulknife)","description":"You can sweep your Psychic Blades through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\tOnce you use this feature, you can't do so again until you finish a Long Rest unless you expend three Psionic Energy Dice (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 136","type":"Soulknife Feature","prerequisiteList":[],"customFields":{"Rend Mind":{"17":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}},{"subClassId":"3_Rogue_thief","name":"Thief","source":"Thief","description":"Hunt for Treasure as a Classic Adventurer\n\nA mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.\n\nSource:\tPlayer's Handbook (2024) p. 137","features":{"3":[{"id":"3_Level 3: Fast Hands (Thief)_Thief","name":"Level 3: Fast Hands (Thief)","description":"As a Bonus Action, you can do one of the following.\n\nSleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.\n\nUse an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action..\n\nSource:\tPlayer's Handbook (2024) p. 137","type":"Thief Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Second- Story Work (Thief)_Thief","name":"Level 3: Second- Story Work (Thief)","description":"You've trained to get into especially hard-to-reach places, granting you these benefits.\n\nClimber. You gain a Climb Speed equal to your Speed.\n\nJumper. You can determine your jump distance using your Dexterity rather than your Strength.\n\nSource:\tPlayer's Handbook (2024) p. 137","type":"Thief Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"9":[{"id":"9_Level 9: Supreme Sneak (Thief)_Thief","name":"Level 9: Supreme Sneak (Thief)","description":"You gain the following Cunning Strike option.\n\nStealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.\n\nSource:\tPlayer's Handbook (2024) p. 137","type":"Thief Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"13":[{"id":"13_Level 13: Use Magic Device (Thief)_Thief","name":"Level 13: Use Magic Device (Thief)","description":"You've learned how to maximize use of magic items, granting you the following benefits.\n\nAttunement. You can attune to up to four magic items at once.\n\nCharges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.\n\nScrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.\n\nSource:\tPlayer's Handbook (2024) p. 137","type":"Thief Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"17":[{"id":"17_Level 17: Thief's Reflexes (Thief)_Thief","name":"Level 17: Thief's Reflexes (Thief)","description":"You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.\n\nSource:\tPlayer's Handbook (2024) p. 137","type":"Thief Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Rogue_scion_of_the_three","name":"Scion of the Three","source":"Scion of the Three","description":"Become a Gruesome Agent of Malice\n\nA Scion of the Three draws power from a group of malevolent gods known as the Dead Three: Bane, deity of tyranny; Bhaal, deity of violence and murder; and Myrkul, deity of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others find themselves thrust on this path by a curse. Either way, a scion's power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes.\n\tScions of the Three are most common in Baldur's Gate, where the Dead Three have long competed for influence over mortal hearts. Underground cults to Bane, Bhaal, and Myrkul often count Scions of the Three among their most useful agents. Outside Baldur's Gate, secular thieves' guilds such as the Shadow Thieves of Amn or Xanathar's guild in Waterdeep might cautiously call on a Scion of the Three to undertake an especially violent contract.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","features":{"3":[{"id":"3_Level 3: Bloodthirst (Scion of the Three)_Scion of the Three","name":"Level 3: Bloodthirst (Scion of the Three)","description":"When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Scion of the Three Feature","prerequisiteList":[],"customFields":{"Bloodthirst":{"3":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"3_Level 3: Dread Allegiance (Scion of the Three)_Scion of the Three","name":"Level 3: Dread Allegiance (Scion of the Three)","description":"Choose one of the Dead Three: Bane, Bhaal, or Myrkul. You gain Resistance to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a Long Rest, you can change your choice.\n\nGod | Damage | Resistance\tCantrip\nBane | Psychic | Minor Illusion\nBhaal | Poison | Blade Ward\nMyrkul | Necrotic | Chill Touch\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Scion of the Three Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"9":[{"id":"9_Level 9: Strike Fear (Scion of the Three)_Scion of the Three","name":"Level 9: Strike Fear (Scion of the Three)","description":"You gain the following Cunning Strike option.\n\nTerrify (Cost: 1d6). The target must succeed on a Wisdom saving throw, or it has the Frightened condition for 1 minute. While the target is Frightened in this way, you have Advantage on attack rolls against the target.\n\tThe Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Scion of the Three Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"13":[{"id":"13_Level 13: Aura of Malevolence (Scion of the Three)_Scion of the Three","name":"Level 13: Aura of Malevolence (Scion of the Three)","description":"You radiate malignant power associated with one of the Dead Three. When you use Bloodthirst and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage Resistance granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores Resistance.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Scion of the Three Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"17":[{"id":"17_Level 17: Dread Incarnate (Scion of the Three)_Scion of the Three","name":"Level 17: Dread Incarnate (Scion of the Three)","description":"You gain the following benefits.\n\nCutthroat. You regain one expended use of Bloodthirst when you finish a Short Rest.\n\nMurderous Intent. When you roll for your Sneak Attack damage, you can treat a roll of a 1 or 2 on the die as a 3.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Scion of the Three Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}},{"id":"sorcerer","name":"Sorcerer","source":"Unknown","description":"Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can't name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby's birth or the strike of lightning from a clear sky might spark a Sorcerer's gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.\n\tSorcerers don't learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.\n\tSorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn't like to stay quiet. A Sorcerer's magic wants to be wielded.\n\nSource:\tPlayer's Handbook (2024) p. 139","primaryAbility":{"logic":"SINGLE","abilities":{"Charisma":"required"}},"hitPointDie":"1d6","hitPointsAtLevel1":"6 + Constitution","hitPointsPerLevel":"1d6 + Constitution","savingThrowProficiencies":["Constitution","Charisma"],"skillProficiencies":["Arcana","Deception","Insight","Intimidation","Persuasion","Religion"],"weaponProficiencies":"Simple Weapons","armorTraining":"None","startingEquipmentOptions":["Spear, 2 Daggers, Arcane Focus","50 GP"],"level":1,"numberOfSkills":2,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"Simple Weapons","multiclassArmorTraining":"None","spellcastingMultiplier":1,"spellAbility":"Charisma","classFeatures":{"1":[{"id":"1_Becoming A Sorcerer As A Level 1 Character_Sorcerer","name":"Becoming A Sorcerer As A Level 1 Character","description":"As a 1st-level Sorcerer, you begin play with 6 + your Constitution modifier hit points.\n\nCore Sorcerer Traits\nPrimary Ability: Charisma\nHit Point Die: D6 per Sorcerer level\nSaving Throw Proficiencies: Constitution and Charisma\nSkill Proficiencies: Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion\nWeapon Proficiencies: Simple weapons\nArmor Training: None\nStarting Equipment: Choose A or 8: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP\n\nSource:\tPlayer's Handbook (2024) p. 139","type":"Sorcerer Class Feature","prerequisiteList":[],"customFields":{"Innate Sorcery":{"1":2,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Sorcerer As A Multiclass Character_Sorcerer","name":"Becoming A Sorcerer As A Multiclass Character","description":"Core Sorcerer Traits\nPrimary Ability: Charisma\nHit Point Die: D6 per Sorcerer level\n\nSource:\tPlayer's Handbook (2024) p. 139","type":"Sorcerer Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Level1Spellcasting_Sorcerer","name":"Level 1: Spellcasting","description":"You have learned to cast spells. See the Spellcasting section for the general rules of spellcasting and your class table for the number of spell slots you have at each level.","type":"Sorcerer Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"","spellSlotsPerLevel":{"1":[2],"2":[3],"3":[4,2],"4":[4,3],"5":[4,3,2],"6":[4,3,3],"7":[4,3,3,1],"8":[4,3,3,2],"9":[4,3,3,3,1],"10":[4,3,3,3,2],"11":[4,3,3,3,2,1],"12":[4,3,3,3,2,1],"13":[4,3,3,3,2,1,1],"14":[4,3,3,3,2,1,1],"15":[4,3,3,3,2,1,1,1],"16":[4,3,3,3,2,1,1,1],"17":[4,3,3,3,2,1,1,1,1],"18":[4,3,3,3,3,1,1,1,1],"19":[4,3,3,3,3,2,1,1,1],"20":[4,3,3,3,3,2,2,1,1]},"preparedSpells":{"1":2,"2":4,"3":6,"4":7,"5":9,"6":10,"7":11,"8":12,"9":14,"10":15,"11":16,"12":16,"13":17,"14":17,"15":18,"16":18,"17":19,"18":20,"19":21,"20":22},"cantrips":{"1":4,"2":4,"3":4,"4":5,"5":5,"6":5,"7":5,"8":5,"9":5,"10":6,"11":6,"12":6,"13":6,"14":6,"15":6,"16":6,"17":6,"18":6,"19":6,"20":6}}]},"subClasses":{"3":[{"subClassId":"3_Sorcerer_aberrant_sorcery","name":"Aberrant Sorcery","source":"Aberrant Sorcery","description":"Wield Unnatural Psionic Power\n\nAn alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?\n\tPerhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm's warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole's psionic power is yours. However you acquired this power, your mind is aflame with it.\n\nSource:\tPlayer's Handbook (2024) p. 145","features":{"3":[{"id":"3_Level 3: Psionic Spells (Aberrant Sorcery)_Aberrant Sorcery","name":"Level 3: Psionic Spells (Aberrant Sorcery)","description":"When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.\n\nPsionic Spells:\nSorcerer Level | Spells\n3 | Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver\n5 | Hunger of Hadar, Sending\n7 | Evard's Black Tentacles, Summon Aberration\n9 | Rary's Telepathic Bond, Telekinesis\n\nSource:\tPlayer's Handbook (2024) p. 145","type":"Aberrant Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Telepathic Speech (Aberrant Sorcery)_Aberrant Sorcery","name":"Level 3: Telepathic Speech (Aberrant Sorcery)","description":"You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.\n\tThe telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.\n\nSource:\tPlayer's Handbook (2024) p. 145","type":"Aberrant Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"6":[{"id":"6_Level 6: Psionic Sorcery (Aberrant Sorcery)_Aberrant Sorcery","name":"Level 6: Psionic Sorcery (Aberrant Sorcery)","description":"When you cast any level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell's level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material components unless they are consumed by the spell or have a cost specified in it.\n\nSource:\tPlayer's Handbook (2024) p. 146","type":"Aberrant Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"6_Level 6: Psychic Defenses (Aberrant Sorcery)_Aberrant Sorcery","name":"Level 6: Psychic Defenses (Aberrant Sorcery)","description":"You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.\n\nSource:\tPlayer's Handbook (2024) p. 146","type":"Aberrant Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Revelation In Flesh (Aberrant Sorcery)_Aberrant Sorcery","name":"Level 14: Revelation In Flesh (Aberrant Sorcery)","description":"You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.\n\nAquatic Adaptation. You gain a Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia.\n\nGlistening Flight. You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.\n\nSee the Invisible. You can see any Invisible creature within 60 feet of yourself that isn't behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.\n\nWormlike Movement. Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition.\n\nSource:\tPlayer's Handbook (2024) p. 146","type":"Aberrant Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"18":[{"id":"18_Level 18: Warping Implosion (Aberrant Sorcery)_Aberrant Sorcery","name":"Level 18: Warping Implosion (Aberrant Sorcery)","description":"You can unleash a space-warping anomaly. As a Magic action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only.\n\nOnce you use this feature, you can't do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 146","type":"Aberrant Sorcery Feature","prerequisiteList":[],"customFields":{"Warping Implosion":{"18":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}},{"subClassId":"3_Sorcerer_clockwork_sorcery","name":"Clockwork Sorcery","source":"Clockwork Sorcery","description":"Channel Cosmic Forces of Order\n\nThe cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it- a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it's part of a vast and glorious system.\n\nSource:\tPlayer's Handbook (2024) p. 146","features":{"3":[{"id":"3_Level 3: Clockwork Spells (Clockwork Sorcery)_Clockwork Sorcery","name":"Level 3: Clockwork Spells (Clockwork Sorcery)","description":"When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.\n\nClockwork Spells:\nSorcerer Level | Spells\n3 | Aid, Alarm, Lesser Restoration, Protection from Evil and Good\n5 | Dispel Magic, Protection from Energy\n7 | Freedom of Movement, Summon Construct\n9 | Greater Restoration, Wall of Force\n\nIn addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your Sorcerer spells.\n\nManifestations of Order:\n1d6 | Manifestation\n1 | Spectral cogwheels hover behind you.\n2 | The hands of a clock spin in your eyes.\n3 | Your skin glows with a brassy sheen.\n4 | Floating equations and geometric objects overlay your body.\n5 | Your Spellcasting Focus temporarily takes the form of a Tiny clockwork mechanism.\n6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.\n\nSource:\tPlayer's Handbook (2024) p. 146","type":"Clockwork Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Restore Balance (Clockwork Sorcery)_Clockwork Sorcery","name":"Level 3: Restore Balance (Clockwork Sorcery)","description":"Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage.\n\tYou can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 146","type":"Clockwork Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"6":[{"id":"6_Level 6: Bastion of Law (Clockwork Sorcery)_Clockwork Sorcery","name":"Level 6: Bastion of Law (Clockwork Sorcery)","description":"You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic action, you can expend 1 to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.\n\tThe ward lasts until you finish a Long Rest or until you use this feature again.\n\nSource:\tPlayer's Handbook (2024) p. 147","type":"Clockwork Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"14":[{"id":"14_Level 14: Trance of Order (Clockwork Sorcery)_Clockwork Sorcery","name":"Level 14: Trance of Order (Clockwork Sorcery)","description":"You gain the ability to align your consciousness with the endless calculations of Mechanus. As a Bonus Action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from Advantage, and whenever you make a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 147","type":"Clockwork Sorcery Feature","prerequisiteList":[],"customFields":{"Trance of Order":{"14":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"18":[{"id":"18_Level 18: Clockwork Cavalcade (Clockwork Sorcery)_Clockwork Sorcery","name":"Level 18: Clockwork Cavalcade (Clockwork Sorcery)","description":"You momentarily summon spirits of order to expunge disorder around you. As a Magic action, you summon the spirits in a 30-foot Cube originating from you. The spirits look like modrons or other Constructs of your choice. The spirits are intangible and invulnerable, and they create the effects below within the Cube before vanishing. Once you use this action, you can't use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.\n\nHeal. The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube.\n\nRepair. Any damaged objects entirely in the Cube are repaired instantly.\n\nDispel. Every spell of level 6 and lower ends on creatures and objects of your choice in the Cube.\n\nSource:\tPlayer's Handbook (2024) p. 147","type":"Clockwork Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}},{"subClassId":"3_Sorcerer_draconic_sorcery","name":"Draconic Sorcery","source":"Draconic Sorcery","description":"Breathe the Magic of Dragons\n\nYour innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.\n\nSource:\tPlayer's Handbook (2024) p. 148","features":{"3":[{"id":"3_Level 3: Draconic Spells (Draconic Sorcery)_Draconic Sorcery","name":"Level 3: Draconic Spells (Draconic Sorcery)","description":"When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.\n\nDraconic Spells:\nSorcerer Level | Spells\n3 | Alter Self, Chromatic Orb, Command, Dragon's Breath\n5 | Fear, Fly\n7 | Arcane Eye, Charm Monster\n9 | Legend Lore, Summon Dragon\n\nSource:\tPlayer's Handbook (2024) p. 148","type":"Draconic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Draconic Resilience (Draconic Sorcery)_Draconic Sorcery","name":"Level 3: Draconic Resilience (Draconic Sorcery)","description":"The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.\n\tParts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.\n\nSource:\tPlayer's Handbook (2024) p. 148","type":"Draconic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Elemental Affinity (Draconic Sorcery)_Draconic Sorcery","name":"Level 6: Elemental Affinity (Draconic Sorcery)","description":"Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.\n\tYou have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.\n\nSource:\tPlayer's Handbook (2024) p. 148","type":"Draconic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Dragon Wings (Draconic Sorcery)_Draconic Sorcery","name":"Level 14: Dragon Wings (Draconic Sorcery)","description":"As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 148","type":"Draconic Sorcery Feature","prerequisiteList":[],"customFields":{"Dragon Wings":{"14":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"18":[{"id":"18_Level 18: Dragon Companion (Draconic Sorcery)_Draconic Sorcery","name":"Level 18: Dragon Companion (Draconic Sorcery)","description":"You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.\n\tWhenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.\n\nSource:\tPlayer's Handbook (2024) p. 149","type":"Draconic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Sorcerer_wild_magic_sorcery","name":"Wild Magic Sorcery","source":"Wild Magic Sorcery","description":"Unleash Chaotic Magic\n\nYour innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.\n\nSource:\tPlayer's Handbook (2024) p. 149","features":{"3":[{"id":"3_Level 3: Wild Magic Surge (Wild Magic Sorcery)_Wild Magic Sorcery","name":"Level 3: Wild Magic Surge (Wild Magic Sorcery)","description":"Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll 1d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.\n\tIf the magical effect is a spell, it is too wild to be affected by your Metamagic.\n\nSource:\tPlayer's Handbook (2024) p. 149","type":"Wild Magic Sorcery Feature","prerequisiteList":[],"customFields":{"Tamed Surge":{"18":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Tides of Chaos (Wild Magic Sorcery)_Wild Magic Sorcery","name":"Level 3: Tides of Chaos (Wild Magic Sorcery)","description":"You can manipulate chaos itself to give yourself Advantage on one 020 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.\n\tIf you do cast a Sorcerer spell with a spell slot before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.\n\nSource:\tPlayer's Handbook (2024) p. 149","type":"Wild Magic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Bend Luck (Wild Magic Sorcery)_Wild Magic Sorcery","name":"Level 6: Bend Luck (Wild Magic Sorcery)","description":"You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Sorcery Point to roll 1d4 and apply t he number rolled as a bonus or penalty (your choice) to the d20 roll.\n\nSource:\tPlayer's Handbook (2024) p. 149","type":"Wild Magic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"14":[{"id":"14_Level 14: Controlled Chaos (Wild Magic Sorcery)_Wild Magic Sorcery","name":"Level 14: Controlled Chaos (Wild Magic Sorcery)","description":"You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.\n\nSource:\tPlayer's Handbook (2024) p. 149","type":"Wild Magic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"18":[{"id":"18_Level 18: Tamed Surge (Wild Magic Sorcery)_Wild Magic Sorcery","name":"Level 18: Tamed Surge (Wild Magic Sorcery)","description":"Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.\n\tOnce you use this feature, you can't do so again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 150","type":"Wild Magic Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Sorcerer_spellfire_sorcery","name":"Spellfire Sorcery","source":"Spellfire Sorcery","description":"Wield Raw Magic\n\nYour innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.\n\tWielders of spellfire tend to have a penchant for wandering. Many travel between cosmopolitan settlements, such as those along the Sword Coast, and wield their magic in service of the common good. Others realize their own strange powers by roaming equally strange lands, from the magic-blasted wastes of the desert of Anauroch to the god-touched wilds of the Old Empires. Wherever they go in the Realms, spellfire Sorcerers are courted by factions with interests in the arcane arts, such as the Harpers, Cult of the Dragon, and Red Wizards.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","features":{"3":[{"id":"3_Level 3: Spellfire Burst (Spellfire Sorcery)_Spellfire Sorcery","name":"Level 3: Spellfire Burst (Spellfire Sorcery)","description":"When you spend at least 1 Sorcery Point as part of the Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.\n\nBolstering Flames. You or one creature you can see within 30 feet of yourself gains Temporary Hit Points equal to 1d4 plus your Charisma modifier.\n\nRadiant Fire. One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice).\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Spellfire Sorcery Feature","prerequisiteList":[],"customFields":{"Crown of Spellfire":{"18":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Spellfire Spells (Spellfire Sorcery)_Spellfire Sorcery","name":"Level 3: Spellfire Spells (Spellfire Sorcery)","description":"When you reach a Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared.\n\nSorcerer Level | Spells\n3 | Cure Wounds, Guiding Bolt, Lesser Restoration, Scorching Ray\n5 | Aura of Vitality, Dispel Magic\n7 | Fire Shield, Wall of Fire\n9 | Greater Restoration, Flame Strike\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Spellfire Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Absorb Spells (Spellfire Sorcery)_Spellfire Sorcery","name":"Level 6: Absorb Spells (Spellfire Sorcery)","description":"You always have Counterspell prepared.\n\nAdditionally, whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Sorcery Points.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Spellfire Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Honed Spellfire (Spellfire Sorcery)_Spellfire Sorcery","name":"Level 14: Honed Spellfire (Spellfire Sorcery)","description":"Your Spellfire Burst improves. You add your Sorcerer level to the Temporary Hit Points gained from Bolstering Flames, and the damage of Radiant Fire increases to 1d8.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Spellfire Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"18":[{"id":"18_Level 18: Crown of Spellfire (Spellfire Sorcery)_Spellfire Sorcery","name":"Level 18: Crown of Spellfire (Spellfire Sorcery)","description":"When you use Innate Sorcery, you can alter it and infuse yourself with the essence of spellfire, gaining the following benefits while this use of Innate Sorcery is active. Once you use this feature to alter Innate Sorcery, you can't use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.\n\nBurning Life Force. Once per turn when you are hit by an attack roll, you can expend a number of Hit Point Dice, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice, and reduce the amount of damage from that attack equal to the total rolled.\n\nFlight. You gain a Fly Speed of 60 feet and can hover.\n\nSpell Avoidance. When you're subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this benefit if you have the Incapacitated condition.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Spellfire Sorcery Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{},"slotsReset":"L"},{"id":"warlock","name":"Warlock","source":"Unknown","description":"Warlocks quest for knowledge that lies hidden in the fabric of the multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.\n\tWarlocks view their patrons as resources, as means to the end of achieving magical power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.\n\tOnce a pact is made, a Warlock's thirst for knowledge and power can't be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which typically means some kind of adventure.\n\nSource:\tPlayer's Handbook (2024) p. 153","primaryAbility":{"logic":"SINGLE","abilities":{"Charisma":"required"}},"hitPointDie":"1d8","hitPointsAtLevel1":"8 + Constitution","hitPointsPerLevel":"1d8 + Constitution","savingThrowProficiencies":["Wisdom","Charisma"],"skillProficiencies":["Arcana","Deception","History","Intimidation","Investigation","Nature","Religion"],"weaponProficiencies":"Simple Weapons","armorTraining":"Light Armor","startingEquipmentOptions":["leather Armor, Sickle, 2 Daggers, Arcane Focus","100 GP"],"level":1,"numberOfSkills":2,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"Simple Weapons","multiclassArmorTraining":"Light Armor","spellcastingMultiplier":1,"spellAbility":"Charisma","classFeatures":{"1":[{"id":"1_Becoming A Warlock As A Level 1 Character_Warlock","name":"Becoming A Warlock As A Level 1 Character","description":"As a 1st-level Warlock, you begin play with 8 + your Constitution modifier hit points.\n\nCore Warlock Traits\nPrimary Ability: Charisma\nHit Point Die: D8 per Warlock level\nSaving Throw Proficiencies: Wisdom and Charisma\nSkill Proficiencies: Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion\nWeapon Proficiencies: Simple weapons\nArmor Training: Light armor\nStarting Equipment: Choose A or B: (A) leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP\n\nSource:\tPlayer's Handbook (2024) p. 153","type":"Warlock Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Warlock As A Multiclass Character_Warlock","name":"Becoming A Warlock As A Multiclass Character","description":"Core Warlock Traits\nPrimary Ability: Charisma\nHit Point Die: D8 per Warlock level\nArmor Training: Light armor\n\nSource:\tPlayer's Handbook (2024) p. 153","type":"Warlock Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Level1PactMagic_Warlock","name":"Level 1: Pact Magic","description":"You have learned to cast spells. See the Spellcasting section for the general rules of spellcasting and your class table for the number of spell slots you have at each level.","type":"Warlock Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"","spellSlotsPerLevel":{"1":[1],"2":[2],"3":[0,2],"4":[0,2],"5":[0,0,2],"6":[0,0,2],"7":[0,0,0,2],"8":[0,0,0,2],"9":[0,0,0,0,2],"10":[0,0,0,0,2],"11":[0,0,0,0,3],"12":[0,0,0,0,3],"13":[0,0,0,0,3],"14":[0,0,0,0,3],"15":[0,0,0,0,3],"16":[0,0,0,0,3],"17":[0,0,0,0,4],"18":[0,0,0,0,4],"19":[0,0,0,0,4],"20":[0,0,0,0,4]},"preparedSpells":{"1":2,"2":3,"3":4,"4":5,"5":6,"6":7,"7":8,"8":9,"9":10,"11":11,"13":12,"15":13,"17":14,"19":15},"cantrips":{"1":2,"2":2,"3":2,"4":3,"5":3,"6":3,"7":3,"8":3,"9":3,"10":4,"11":4,"12":4,"13":4,"14":4,"15":4,"16":4,"17":4,"18":4,"19":4,"20":4}}]},"subClasses":{"3":[{"subClassId":"3_Warlock_archfey_patron","name":"Archfey Patron","source":"Archfey Patron","description":"Bargain with Whimsical Fey\n\nYour pact draws on the power of the Feywild. When you choose this subclass, you might make a deal with an archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web of favors and debts. Whoever they are, your patron is often inscrutable and whimsical.\n\nSource:\tPlayer's Handbook (2024) p. 159","features":{"3":[{"id":"3_Level 3: Archfey Spells (Archfey Patron)_Archfey Patron","name":"Level 3: Archfey Spells (Archfey Patron)","description":"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.\n\nArchfey Spells:\nWarlock Level | Spells\n3 | Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep\n5 | Blink, Plant Growth\n7 | Dominate Beast, Greater Invisibility\n9 | Dominate Person, Seeming\n\nSource:\tPlayer's Handbook (2024) p. 159","type":"Archfey Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Steps of the Fey (Archfey Patron)_Archfey Patron","name":"Level 3: Steps of the Fey (Archfey Patron)","description":"Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\tIn addition, whenever you cast that spell, you can choose one of the following additional effects.\n\nRefreshing Step. Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.\n\nTaunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 159","type":"Archfey Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Misty Escape (Archfey Patron)_Archfey Patron","name":"Level 6: Misty Escape (Archfey Patron)","description":"You can cast Misty Step as a Reaction in response to taking damage.\n\tIn addition, the following effects are now among your Steps of the Fey options.\n\nDisappearing Step. You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.\n\nDreadful Step. Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.\n\nSource:\tPlayer's Handbook (2024) p. 159","type":"Archfey Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"10":[{"id":"10_Level 10: Beguiling Defenses (Archfey Patron)_Archfey Patron","name":"Level 10: Beguiling Defenses (Archfey Patron)","description":"Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.\n\tIn addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take. Once you use this Reaction, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 159","type":"Archfey Patron Feature","prerequisiteList":[],"customFields":{"Beguiling Defenses":{"10":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"14":[{"id":"14_Level 14: Bewitching Magic (Archfey Patron)_Archfey Patron","name":"Level 14: Bewitching Magic (Archfey Patron)","description":"Your patron grants you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.\n\nSource:\tPlayer's Handbook (2024) p. 158","type":"Archfey Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}},{"subClassId":"3_Warlock_celestial_patron","name":"Celestial Patron","source":"Celestial Patron","description":"Call on the Power of the Heavens\n\nYour pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.\n\nSource:\tPlayer's Handbook (2024) p. 160","features":{"3":[{"id":"3_Level 3: Celestial Spells (Celestial Patron)_Celestial Patron","name":"Level 3: Celestial Spells (Celestial Patron)","description":"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.\n\nCelestial Spells:\nWarlock Level | Spells\n3 | Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacred Flame\n5 | Daylight, Revivify\n7 | Guardian of Faith, Wall of Fire\n9 | Greater Restoration, Summon Celestial\n\nSource:\tPlayer's Handbook (2024) p. 160","type":"Celestial Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Healing Light (Celestial Patron)_Celestial Patron","name":"Level 3: Healing Light (Celestial Patron)","description":"You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.\n\tAs a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll's total. Your pool regains all expended dice when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 160","type":"Celestial Patron Feature","prerequisiteList":[],"customFields":{"Healing Light":{"3":4,"4":5,"5":6,"6":7,"7":8,"8":9,"9":10,"10":11,"11":12,"12":13,"13":14,"14":15,"15":16,"16":17,"17":18,"18":19,"19":20,"20":21,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"6":[{"id":"6_Level 6: Radiant Soul (Celestial Patron)_Celestial Patron","name":"Level 6: Radiant Soul (Celestial Patron)","description":"Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell's damage against one of the spell's targets.\n\nSource:\tPlayer's Handbook (2024) p. 160","type":"Celestial Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"10":[{"id":"10_Level 10: Celestial Resilience (Celestial Patron)_Celestial Patron","name":"Level 10: Celestial Resilience (Celestial Patron)","description":"You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.\n\nSource:\tPlayer's Handbook (2024) p. 160","type":"Celestial Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Searing Vengeance (Celestial Patron)_Celestial Patron","name":"Level 14: Searing Vengeance (Celestial Patron)","description":"When you or an ally within 60 feet of you is about to make a Death Saving Throw, you can unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 160","type":"Celestial Patron Feature","prerequisiteList":[],"customFields":{"Searing Vengeance":{"14":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Warlock_fiend_patron","name":"Fiend Patron","source":"Fiend Patron","description":"Make a Deal with the Lower Planes\n\nYour pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron's aims are evil-the corruption or destruction of all things, ultimately including you- and your path is defined by the extent to which you strive against those aims.\n\nSource:\tPlayer's Handbook (2024) p. 161","features":{"3":[{"id":"3_Level 3: Fiend Spells (Fiend Patron)_Fiend Patron","name":"Level 3: Fiend Spells (Fiend Patron)","description":"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.\n\nFiend Spells:\nWarlock Level | Spells\n3 | Burning Hands, Command, Scorching Ray, Suggestion\n5 | Fireball, Stinking Cloud\n7 | Fire Shield, Wall of Fire\n9 | Geas, Insect Plague\n\nSource:\tPlayer's Handbook (2024) p. 161","type":"Fiend Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Dark One's Blessing (Fiend Patron)_Fiend Patron","name":"Level 3: Dark One's Blessing (Fiend Patron)","description":"When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.\n\nSource:\tPlayer's Handbook (2024) p. 161","type":"Fiend Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Dark One's Own Luck (Fiend Patron)_Fiend Patron","name":"Level 6: Dark One's Own Luck (Fiend Patron)","description":"You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.\n\tYou can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 162","type":"Fiend Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"10":[{"id":"10_Level 10: Fiendish Resilience (Fiend Patron)_Fiend Patron","name":"Level 10: Fiendish Resilience (Fiend Patron)","description":"Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.\n\nSource:\tPlayer's Handbook (2024) p. 162","type":"Fiend Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Hurl Through Hell (Fiend Patron)_Fiend Patron","name":"Level 14: Hurl Through Hell (Fiend Patron)","description":"Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 162","type":"Fiend Patron Feature","prerequisiteList":[],"customFields":{"Hurl Through Hell":{"14":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}},{"subClassId":"3_Warlock_great_old_one_patron","name":"Great Old One Patron","source":"Great Old One Patron","description":"Unearth Forbidden Lore of Ineffable Beings\n\nWhen you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god- a being such as Tharizdun, the Chained God; Zargon, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One might be indifferent to your existence. But the secrets you've learned nevertheless allow you to draw strange magic from it.\n\nSource:\tPlayer's Handbook (2024) p. 162","features":{"3":[{"id":"3_Level 3: Great Old One Spells (Great Old One Patron)_Great Old One Patron","name":"Level 3: Great Old One Spells (Great Old One Patron)","description":"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.\n\nGreat Old One Spells:\nWarlock Level | Spells\n3 | Detect Thoughts, Dissonant Whispers, Phantasmal Force, Tasha's Hideous Laughter\n5 | Clairvoyance, Hunger of Hadar\n7 | Confusion, Summon Aberration\n9 | Modify Memory, Telekinesis\n\nSource:\tPlayer's Handbook (2024) p. 163","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Awakened Mind (Great Old One Patron)_Great Old One Patron","name":"Level 3: Awakened Mind (Great Old One Patron)","description":"You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.\n\tThe telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.\n\nSource:\tPlayer's Handbook (2024) p. 162","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Psychic Spells (Great Old One Patron)_Great Old One Patron","name":"Level 3: Psychic Spells (Great Old One Patron)","description":"When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components.\n\nSource:\tPlayer's Handbook (2024) p. 163","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Clairvoyant Combatant (Great Old One Patron)_Great Old One Patron","name":"Level 6: Clairvoyant Combatant (Great Old One Patron)","description":"When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.\n\tOnce you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend a Pact Magic spell s lot (no action required) to restore your use of it.\n\nSource:\tPlayer's Handbook (2024) p. 163","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"10":[{"id":"10_Level 10: Eldritch Hex (Great Old One Patron)_Great Old One Patron","name":"Level 10: Eldritch Hex (Great Old One Patron)","description":"Your alien patron grants you a powerful curse. You always have the Hex spell prepared. When you cast Hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.\n\nSource:\tPlayer's Handbook (2024) p. 163","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"10_Level 10: Thought Shield (Great Old One Patron)_Great Old One Patron","name":"Level 10: Thought Shield (Great Old One Patron)","description":"Your thoughts can't be read by telepathy or other means unless you allow it. You also have Resistance to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you take.\n\nSource:\tPlayer's Handbook (2024) p. 163","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Create Thrall (Great Old One Patron)_Great Old One Patron","name":"Level 14: Create Thrall (Great Old One Patron)","description":"When you cast Summon Aberration, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting, and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Charisma modifier.\n\tIn addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.\n\nSource:\tPlayer's Handbook (2024) p. 163","type":"Great Old One Patron Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{},"slotsReset":"S"},{"id":"wizard","name":"Wizard","source":"Unknown","description":"Wizards are defined by their exhaustive study of magic's inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.\n\tMost Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse.\n\tThe closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination.\n\tBut the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.\n\nSource:\tPlayer's Handbook (2024) p. 165","primaryAbility":{"logic":"SINGLE","abilities":{"Intelligence":"required"}},"hitPointDie":"1d6","hitPointsAtLevel1":"6 + Constitution","hitPointsPerLevel":"1d6 + Constitution","savingThrowProficiencies":["Intelligence","Wisdom"],"skillProficiencies":["Arcana","History","Insight","Investigation","Medicine","Nature","Religion"],"weaponProficiencies":"Simple Weapons","armorTraining":"None","startingEquipmentOptions":["2 Daggers, Arcane Focus","55 GP"],"level":1,"numberOfSkills":2,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"Simple Weapons","multiclassArmorTraining":"None","spellcastingMultiplier":1,"spellAbility":"Intelligence","classFeatures":{"1":[{"id":"1_Becoming A Wizard As A Level 1 Character_Wizard","name":"Becoming A Wizard As A Level 1 Character","description":"As a 1st-level Wizard, you begin play with 6 + your Constitution modifier hit points.\n\nCore Wizard Traits\nPrimary Ability: Intelligence\nHit Point Die: D6 per Wizard level\nSaving Throw Proficiencies: Intelligence and Wisdom\nSkill Proficiencies: Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion\nWeapon Proficiencies: Simple weapons\nArmor Training: None\nStarting Equipment: Choose A or 8: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP\n\nSource:\tPlayer's Handbook (2024) p. 165","type":"Wizard Class Feature","prerequisiteList":[],"customFields":{"Arcane Recovery":{"1":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Becoming A Wizard As A Multiclass Character_Wizard","name":"Becoming A Wizard As A Multiclass Character","description":"Core Wizard Traits\nPrimary Ability: Intelligence\nHit Point Die: D6 per Wizard level\n\nSource:\tPlayer's Handbook (2024) p. 165","type":"Wizard Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Expanding And Replacing A Spellbook_Wizard","name":"Expanding And Replacing A Spellbook","description":"The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.\n\nCopying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.\n\nCopying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.\n\tIf you lose your spell book, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.\n\nSource:\tPlayer's Handbook (2024) p. 166","type":"Wizard Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Level1Spellcasting_Wizard","name":"Level 1: Spellcasting","description":"You have learned to cast spells. See the Spellcasting section for the general rules of spellcasting and your class table for the number of spell slots you have at each level.","type":"Wizard Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"","spellSlotsPerLevel":{"1":[2],"2":[3],"3":[4,2],"4":[4,3],"5":[4,3,2],"6":[4,3,3],"7":[4,3,3,1],"8":[4,3,3,2],"9":[4,3,3,3,1],"10":[4,3,3,3,2],"11":[4,3,3,3,2,1],"12":[4,3,3,3,2,1],"13":[4,3,3,3,2,1,1],"14":[4,3,3,3,2,1,1],"15":[4,3,3,3,2,1,1,1],"16":[4,3,3,3,2,1,1,1],"17":[4,3,3,3,2,1,1,1,1],"18":[4,3,3,3,3,1,1,1,1],"19":[4,3,3,3,3,2,1,1,1],"20":[4,3,3,3,3,2,2,1,1]},"preparedSpells":{"1":4,"2":5,"3":6,"4":7,"5":9,"6":10,"7":11,"8":12,"9":14,"10":15,"11":16,"12":16,"13":17,"14":18,"15":19,"16":21,"17":22,"18":23,"19":24,"20":25},"cantrips":{"1":3,"2":3,"3":3,"4":4,"5":4,"6":4,"7":4,"8":4,"9":4,"10":5,"11":5,"12":5,"13":5,"14":5,"15":5,"16":5,"17":5,"18":5,"19":5,"20":5}}]},"subClasses":{"3":[{"subClassId":"3_Wizard_abjurer","name":"Abjurer","source":"Abjurer","description":"Shield Companions and Banish Foes\n\nYour study of magic is focused on spells that block, banish, or protect-ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.\n\nSource:\tPlayer's Handbook (2024) p. 172","features":{"3":[{"id":"3_Level 3: Abjuration Savant (Abjurer)_Abjurer","name":"Level 3: Abjuration Savant (Abjurer)","description":"Choose two Wizard spells from the Abjuration school, each of which must be no higher than level 2, and add them to your spellbook for free.\n\tIn addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Abjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.\n\nSource:\tPlayer's Handbook (2024) p. 172","type":"Abjurer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Arcane Ward (Abjurer)_Abjurer","name":"Level 3: Arcane Ward (Abjurer)","description":"You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a Hit Point maximum equal to twice your Wizard level plus your Intelligence modifier. Whenever you take damage, the ward takes the damage instead, and if you have any Resistances or Vulnerabilities, apply them before reducing the ward's Hit Points. If the damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 Hit Points, it can't absorb damage, but its magic remains.\n\tWhenever you cast an Abjuration spell with a spell slot, the ward regains a number of Hit Points equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to twice the level of the spell slot expended.\n\tOnce you create the ward, you can't create it again until you finish a Long Rest.\n\nSource:\tPlayer's Handbook (2024) p. 172","type":"Abjurer Feature","prerequisiteList":[],"customFields":{"Arcane Ward":{"3":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"6":[{"id":"6_Level 6: Projected Ward (Abjurer)_Abjurer","name":"Level 6: Projected Ward (Abjurer)","description":"When a creature that you can see within 30 feet of yourself takes damage, you can take a Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward's Hit Points.\n\nSource:\tPlayer's Handbook (2024) p. 172","type":"Abjurer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"10":[{"id":"10_Level 10: Spell Breaker (Abjurer)_Abjurer","name":"Level 10: Spell Breaker (Abjurer)","description":"You always have the Counterspell and Dispel Magic spells prepared. In addition, you can cast Dispel Magic as a Bonus Action, and you can add your Proficiency Bonus to its ability check.\n\tWhen you cast either spell with a spell slot, that slot isn't expended if the spell fails to stop a spell.\n\nSource:\tPlayer's Handbook (2024) p. 172","type":"Abjurer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"14":[{"id":"14_Level 14: Spell Resistance (Abjurer)_Abjurer","name":"Level 14: Spell Resistance (Abjurer)","description":"You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.\n\nSource:\tPlayer's Handbook (2024) p. 172","type":"Abjurer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Wizard_diviner","name":"Diviner","source":"Diviner","description":"Learn the Secrets of the Multi verse\n\nThe counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.\n\nSource:\tPlayer's Handbook (2024) p. 173","features":{"3":[{"id":"3_Level 3: Divination Savant (Diviner)_Diviner","name":"Level 3: Divination Savant (Diviner)","description":"Choose two Wizard spells from the Divination school, each of which must be no higher than level 2, and add them to your spellbook for free.\n\tIn addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Divination school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.\n\nSource:\tPlayer's Handbook (2024) p. 173","type":"Diviner Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Portent (Diviner)_Diviner","name":"Level 3: Portent (Diviner)","description":"Glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.\n\tEach foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.\n\nSource:\tPlayer's Handbook (2024) p. 173","type":"Diviner Feature","prerequisiteList":[],"customFields":{"Portent":{"3":2,"14":3,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Expert Divination (Diviner)_Diviner","name":"Level 6: Expert Divination (Diviner)","description":"Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than level 5.\n\nSource:\tPlayer's Handbook (2024) p. 173","type":"Diviner Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"10":[{"id":"10_Level 10: The Third Eye (Diviner)_Diviner","name":"Level 10: The Third Eye (Diviner)","description":"You can increase your powers of perception. As a Bonus Action, choose one of the following benefits, which lasts until you start a Short or Long Rest. You can't use this feature again until you finish a Short or Long Rest.\n\nDarkvision. You gain Darkvision with a range of 120 feet.\n\nGreater Comprehension. You can read any language.\n\nSee Invisibility. You can cast See Invisibility without expending a spell slot.\n\nSource:\tPlayer's Handbook (2024) p. 173","type":"Diviner Feature","prerequisiteList":[],"customFields":{"The Third Eye":{"10":1,"recovery":{"shortRest":"1","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"14":[{"id":"14_Level 14: Greater Portent (Diviner)_Diviner","name":"Level 14: Greater Portent (Diviner)","description":"The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two.\n\nSource:\tPlayer's Handbook (2024) p. 173","type":"Diviner Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Wizard_evoker","name":"Evoker","source":"Evoker","description":"Create Explosive Elemental Effects\n\nYour studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.\n\nSource:\tPlayer's Handbook (2024) p. 174","features":{"3":[{"id":"3_Level 3: Evocation Savant (Evoker)_Evoker","name":"Level 3: Evocation Savant (Evoker)","description":"Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.\n\tIn addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.\n\nSource:\tPlayer's Handbook (2024) p. 174","type":"Evoker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Potent Cantrip (Evoker)_Evoker","name":"Level 3: Potent Cantrip (Evoker)","description":"Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.\n\nSource:\tPlayer's Handbook (2024) p. 174","type":"Evoker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Sculpt Spells (Evoker)_Evoker","name":"Level 6: Sculpt Spells (Evoker)","description":"You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.\n\nSource:\tPlayer's Handbook (2024) p. 174","type":"Evoker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"10":[{"id":"10_Level 10: Empowered Evocation (Evoker)_Evoker","name":"Level 10: Empowered Evocation (Evoker)","description":"Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.\n\nSource:\tPlayer's Handbook (2024) p. 174","type":"Evoker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"14":[{"id":"14_Level 14: Overchannel (Evoker)_Evoker","name":"Level 14: Overchannel (Evoker)","description":"You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1-5 that deals damage, you can deal maximum damage with that spell on the turn you cast it.\n\tThe first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity.\n\tEach time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.\n\nSource:\tPlayer's Handbook (2024) p. 174","type":"Evoker Feature","prerequisiteList":[],"customFields":{"Overchannel":{"14":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Wizard_illusionist","name":"Illusionist","source":"Illusionist","description":"Weave Subtle Spells of Deception\n\nYou specialize in magic that dazzles the senses and tricks the mind, and the illusions you craft make the impossible seem real.\n\nSource:\tPlayer's Handbook (2024) p. 175","features":{"3":[{"id":"3_Level 3: Illusion Savant (Illusionist)_Illusionist","name":"Level 3: Illusion Savant (Illusionist)","description":"Choose two Wizard spells from the Illusion school, each of which must be no higher than level 2, and add them to your spellbook for free.\n\tIn addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Illus ion school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.\n\nSource:\tPlayer's Handbook (2024) p. 175","type":"Illusionist Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Improved Illusions (Illusionist)_Illusionist","name":"Level 3: Improved Illusions (Illusionist)","description":"You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet.\n\tYou also know the Minor Illusion cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. You can create both a sound and an image with a single casting of Minor Illusion, and you can cast it as a Bonus Action.\n\nSource:\tPlayer's Handbook (2024) p. 175","type":"Illusionist Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"6":[{"id":"6_Level 6: Phantasmal Creatures (Illusionist)_Illusionist","name":"Level 6: Phantasmal Creatures (Illusionist)","description":"You always have the Summon Beast and Summon Fey spells prepared. Whenever you cast either spell, you can change its school to Illusion, which causes the summoned creature to appear spectral. You can cast the Illusion version of each spell without expending a spell slot, but casting it without a slot halves the creature's Hit Points. Once you cast either spell without a spell slot, you must finish a Long Rest before you can cast the spell in that way again.\n\nSource:\tPlayer's Handbook (2024) p. 175","type":"Illusionist Feature","prerequisiteList":[],"customFields":{"Phantasmal Creatures":{"6":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"10":[{"id":"10_Level 10: Illusory Self (Illusionist)_Illusionist","name":"Level 10: Illusory Self (Illusionist)","description":"When a creature hits you with an attack roll, you can take a Reaction to interpose an illusory duplicate of yourself between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.\n\tOnce you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).\n\nSource:\tPlayer's Handbook (2024) p. 175","type":"Illusionist Feature","prerequisiteList":[],"customFields":{"Illusory Self":{"10":1,"recovery":{"shortRest":"1","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"14":[{"id":"14_Level 14: Illusory Reality (Illusionist)_Illusionist","name":"Level 14: Illusory Reality (Illusionist)","description":"You have learned to weave shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a Bonus Action while the spell is ongoing. The object remains real for 1 minute, during which it can't deal damage or give any conditions. For example, you can create an illusion of a bridge over a chasm and then make it real and cross it.\n\nSource:\tPlayer's Handbook (2024) p. 175","type":"Illusionist Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}]},"additionalSpells":{}},{"subClassId":"3_Wizard_bladesinger","name":"Bladesinger","source":"Bladesinger","description":"Wield Weapon and Wizardry in Elegant Tandem\n\nBladesingers master a tradition of wizardry that incorporates swordplay and dance. In combat, a Bladesinger uses intricate, elegant maneuvers that fend off harm and allow the Bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a Bladesinger at work remember the display as one of the more beautiful experiences in their life\u2014a glorious dance accompanied by a singing blade.\n\tBladesinging is associated with the ancient elven societies that first mastered the art and coined the term. Even today, most Bladesingers still hail from old elven realms, such as Myth Drannor, or from non-elven societies that share land and history with elves, such as the Silver Marches. Wherever they hail from, Bladesingers take their talents all across the Realms to help common people and perform heroic deeds. Most communities greet the arrival of a Bladesinger as a good omen.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","features":{"3":[{"id":"3_Level 3: Bladesong (Bladesinger)_Bladesinger","name":"Level 3: Bladesong (Bladesinger)","description":"As a Bonus Action, you invoke an elven magic called the Bladesong, provided you aren't wearing armor or using a Shield.\n\tThe Bladesong lasts for 1 minute and ends early if you have the Incapacitated condition, if you don armor or a Shield, or if you use two hands to make an attack with a weapon. You can dismiss the Bladesong at any time (no action required).\n\tWhile the Bladesong is active, you gain the following benefits. You can invoke the Bladesong a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You regain one expended use when you use Arcane Recovery.\n\nAgility. You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and your Speed increases by 10 feet. In addition, you have Advantage on Dexterity (Acrobatics) checks.\n\nBladework. Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity.\n\nFocus. When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the total.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Bladesinger Feature","prerequisiteList":[],"customFields":{"Bladesong":{"3":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"},{"id":"3_Level 3: Training in War and Song (Bladesinger)_Bladesinger","name":"Level 3: Training in War and Song (Bladesinger)","description":"You gain proficiency with all Melee Martial weapons that don't have the Two-Handed or Heavy property. You can use a Melee weapon with which you have proficiency as a Spellcasting Focus for your Wizard spells.\n\tYou also gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, or Persuasion.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Bladesinger Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"6":[{"id":"6_Level 6: Extra Attack (Bladesinger)_Bladesinger","name":"Level 6: Extra Attack (Bladesinger)","description":"You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Wizard cantrips that has a casting time of an action in place of one of those attacks.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Bladesinger Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"10":[{"id":"10_Level 10: Song of Defense (Bladesinger)_Bladesinger","name":"Level 10: Song of Defense (Bladesinger)","description":"When you take damage while your Bladesong is active, you can take a Reaction to expend one spell slot and reduce the damage taken by an amount equal to five times the spell slot's level.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Bladesinger Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"14":[{"id":"14_Level 14: Song of Victory (Bladesinger)_Bladesinger","name":"Level 14: Song of Victory (Bladesinger)","description":"After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.\n\nSource:\tForgotten Realms: Heroes of Faer\u00fbn (2024)","type":"Bladesinger 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These slaad lords and others plot to spread slaadi across the multiverse.\n\nSalad Control Gems:\nA salad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the salad has the Charmed condition and obeys the gem's bearer. The salad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the salad. A Greater Restoration spell cast on a salad destroys the gem, and the salad ceases to be Charmed. One can obtain a salad's control gem using a Wish or Imprisonment spell. If the salad fails its saving throw against Imprisonment, the caster against the gem, and the salad isn't imprisoned. An Incapacitated salads control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) piercing damage to the salad.\n\nSlaad Tadpole:\nSlaad tadpoles are ravenous, newborn slaadi. 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Aeromancer","description":"","type":"elemental","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"09321997-cecc-4de7-aece-20c16be4386b","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":10,"Dexterity":16,"Constitution":12,"Intelligence":13,"Wisdom":17,"Charisma":12},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Aarakocra are birdlike folk who soar the skies of countless worlds and the endless expanses of the Elemental Plane of Air. They often resemble avians common to the lands where they dwell; some resemble hawks or condors, while others appear similar to hummingbirds or archaeopteryxes. In many lands, aarakocra tell of their ancient heroics resisting the wicked Queen of Chaos alongside the mysterious Wind Dukes of Aaqa.\n\nAarakocra aeromancers control magical winds from the endless storms of the Elemental Plane of Air.\n\nSource:\tMonster Manual (2024) p. 10\n\nEnvironment: mountain, planar (elemental plane of air)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 10","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":66,"currentHP":66,"temporaryHP":0,"armorClass":16,"speed":"20 ft., fly 50 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Aarakocra","Primordial (Auran)"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"aarakocra_aeromancer_multiattack","title":"Multiattack","source":"","description":"The aarakocra makes two Wind Staff attacks, and it can use Spellcasting to cast Gust of Wind.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"aarakocra_aeromancer_wind_staff","title":"Wind Staff","source":"","description":"Melee or Ranged Attack Roll: +5, reach 5 ft. or range 120 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 11 (2d10) Lightning damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Bludgeoning":"1d8+3","Lightning Damage":"2d10"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"aarakocra_aeromancer_spellcasting","title":"Spellcasting","source":"","description":"The aarakocra casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):\n\n\t\u2022 At will: Elementalism, Gust of Wind, Mage Hand, Message\n\t\u2022 1/Day: Lightning Bolt","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"aarakocra_aeromancer_feather_fall_1day","title":"Feather Fall (1/Day)","source":"","description":"The aarakocra casts Feather Fall in response to that spell's trigger, using the same spellcasting ability as Spellcasting.","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"aarakocra_aeromancer_treasure","name":"Treasure","description":"Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.\nIndividual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"elementalism","title":"Elementalism","source":"You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Sorcerer","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"gust_of_wind","title":"Gust of Wind","source":"A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\n\tAny creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\n\tThe gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\n\tAs a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.","level":2,"school":"Evocation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.\n\tAny creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.\n\tThe gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.\n\tAs a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Sea)","School: Evocation","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a legume seed","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"message","title":"Message","source":"You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\n\tYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.","level":0,"school":"Transmutation","castingTime":"Action","range":"120 feet","duration":"1 round","description":"You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.\n\tYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a copper wire","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"lightning_bolt","title":"Lightning Bolt","source":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","level":3,"school":"Evocation","castingTime":"Action","range":"100 feet","duration":"Instantaneous","description":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Druid (Circle of the Land) (Temperate)","Druid (Circle of the Sea)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fur and a crystal 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They often resemble avians common to the lands where they dwell; some resemble hawks or condors, while others appear similar to hummingbirds or archaeopteryxes. In many lands, aarakocra tell of their ancient heroics resisting the wicked Queen of Chaos alongside the mysterious Wind Dukes of Aaqa.\n\nAarakocra skirmishers are adept at fighting aerial foes amid the clouds. They often attack land-bound threats with diving strikes from above.\n\nSource:\tMonster Manual (2024) p. 10\n\nEnvironment: mountain, planar (elemental plane of air)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 10","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":11,"currentHP":11,"temporaryHP":0,"armorClass":12,"speed":"20 ft., fly 50 ft.","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Aarakocra","Primordial (Auran)"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"aarakocra_skirmisher_talons","title":"Talons","source":"","description":"Melee Attack Roll: +4, reach 5 ft. 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Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons\u2014deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.\n\nCultist Agendas:\n1d6 | The Cultist Strives To...\n1 | Bring about the end of a dominant order, an age, or the world.\n2 | Burn away the comfortable lies of reality, revealing forgotten or terrible truths.\n3 | Expand their faith through mind control or supernatural coercion.\n4 | Make global changes, like sinking the land or awakening volcanoes.\n5 | Remake life on a mass scale, altering other creatures' bodies or spiritual beings.\n6 | Summon their deity or its herald, weapon, or realm into their world.\n\nOccult Symbols:\nCults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. 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Hit: 7 (1d6 + 4) Slashing damage plus 14 (4d6) Psychic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two tentacles, and it has the Restrained condition until the grapple ends.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Slashing":"1d6+4","Psychic Damage":"4d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"aberrant_cultist_mind_rot","title":"Mind Rot","source":"","description":"Wisdom Saving Throw: DC 15, one creature the cultist can see within 90 feet. Failure: 27 (6d8) Psychic damage, and the target has the Poisoned condition until the start of the cultist's next turn. Success: Half damage only.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Psychic":"6d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"aberrant_cultist_spellcasting","title":"Spellcasting","source":"","description":"The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):\n\n\t\u2022 At will: Detect Thoughts, Minor Illusion","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"aberrant_cultist_counterspell_2day","title":"Counterspell (2/Day)","source":"","description":"The cultist casts Counterspell in response to that spell's trigger, using the same spellcasting ability as Spellcasting.","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"aberrant_cultist_treasure","name":"Treasure","description":"Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.\nRelics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"aberrant_cultist_size","name":"Size","description":"Small, Medium","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":true,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":true,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":true,"Intelligence":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Intelligence":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Intelligence":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"25d8+25","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Small","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"humanoid","cr":8,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.369","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"028c78c0-5bb9-4671-8f3a-5f55d8eff958","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":21,"Dexterity":9,"Constitution":15,"Intelligence":18,"Wisdom":15,"Charisma":18},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"In aquatic abysses, aboleths dream of dead empires and orchestrate plots that unfold across ages. These elusive, amphibious immortals physically and mentally overwhelm their victims and transform creatures with a slimy, aberrant infection, reshaping other beings to serve them beneath the waves.\n\nAboleths possess terrifying intellects and have alien mindsets. These creatures possess perfect memories of proto-worlds and incomprehensible dominions from the multiverse's earliest eons. Their secrets are innumerable and unfathomable. Aboleths lurk in places awash in primordial mysteries: the ruins of aquatic empires, hidden magical nexuses, or weak places between planes of existence. In these lairs, aboleths dream of epochs past, collect throngs of psychically dominated servants, consume the minds of unwitting victims, and prepare for their return to power.\n\nAboleths' alien goals and methods are often mysterious to other creatures. Roll on or choose a result from the Aboleth Schemes table to inspire an aboleth's schemes.\n\nAboleth Schemes:\n1d6 | The Aboleth Seeks To...\n1 | Accomplish incomprehensible plans that lead it to act in seemingly random ways.\n2 | Learn more of the world by kidnapping people and consuming their minds.\n3 | Manipulate innocents into worshiping it as a god by using its telepathy from hiding.\n4 | Open a gate to the distant past or future, releasing an invasion from another time.\n5 | Rouse a dragon turtle, a kraken, or another sea monster to flood a coastal city.\n6 | Trick treasure hunters into recovering relics from its long-fallen empire.\n\nSource:\tMonster Manual (2024) p. 12\n\nEnvironment: underdark, underwater","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 12","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"darkvision 120 ft.","maxHP":150,"currentHP":150,"temporaryHP":0,"armorClass":17,"speed":"10 ft., swim 40 ft.","initiative":8,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Deep Speech; telepathy 120 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"aboleth_multiattack","title":"Multiattack","source":"","description":"The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"aboleth_tentacle","title":"Tentacle","source":"","description":"Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles.","properties":"Action, Reach (15 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Bludgeoning":"2d6+5"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"aboleth_consume_memories","title":"Consume Memories","source":"","description":"Intelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6) Psychic damage. Success: Half damage. Failure or Success: The aboleth gains the target's memories if the target is a Humanoid and is reduced to 0 Hit Points by this action.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Psychic":"3d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"aboleth_dominate_mind_2day","title":"Dominate Mind (2/Day)","source":"","description":"Wisdom Saving Throw: DC 16, one creature the aboleth can see within 30 feet. 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Only one legendary action can be used at a time and only at the end of another creature's turn. 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"aboleth_aboleth_lairsaboleths_usually_dwell_in_submerged_ruins_and_caverns","title":"Aboleth Lairs\nAboleths usually dwell in submerged ruins and caverns","source":"","description":"Aboleths usually dwell in submerged ruins and caverns.  They keep air-filled spaces for their terrestrial servants and to hold treasures that would be damaged by water.\n\nThe region containing an aboleth's lair is warped by it, creating the following effects:\n\nFoul Water: Water sources within 1 mile of the lair are supernaturally fouled. Creatures other than the aboleth and its allies that drink such water must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.\n\nPsionic Projection: While in its lair, the aboleth can cast Project Image, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16). When casting the spell this way, the spell's range is 1 mile, and the aboleth can use its telepathy as if it were in the illusion's space. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. 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On sighting prey, abominable yetis fling boulders of ice and snow before closing to finish foes. In addition to their icy claws and gaze, they can exhale a blast of arctic cold.\n\tAbominable yetis dwell in frigid ruins or the deserted lairs of other monsters atop infamous peaks.\n\nSource:\tMonster Manual (2024) p. 340\n\nEnvironment: arctic","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 340","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 60 ft.","maxHP":137,"currentHP":137,"temporaryHP":0,"armorClass":15,"speed":"40 ft., climb 40 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Yeti"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"abominable_yeti_multiattack","title":"Multiattack","source":"","description":"The yeti can use its Chilling Gaze and makes two attacks, using Claw or Ice Throw in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"abominable_yeti_claw","title":"Claw","source":"","description":"Melee Attack Roll: +11, reach 5 ft. Hit: 14 (2d6 + 7) Slashing damage plus 7 (2d6) Cold damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":11,"damages":{"Slashing":"2d6+7","Cold Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"abominable_yeti_ice_throw","title":"Ice Throw","source":"","description":"Ranged Attack Roll: +11, range 60/240 ft. Hit: 12 (2d4 + 7) Bludgeoning damage plus 7 (2d6) Cold damage.","properties":"Action, Range (60/240 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":11,"damages":{"Bludgeoning":"2d4+7","Cold Damage":"2d6"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"abominable_yeti_chilling_gaze","title":"Chilling Gaze","source":"","description":"Constitution Saving Throw: DC 18, one creature the yeti can see within 30 feet. 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Morbid cultists and doomsayers frequently gather in the dragon's service, bringing with them undead terrors that answer to the black dragon and aid it in spreading ruin to nearby bastions of beauty and peace.\n\nSource:\tMonster Manual (2024) p. 39\n\nEnvironment: swamp","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 39","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":195,"currentHP":195,"temporaryHP":0,"armorClass":19,"speed":"40 ft., fly 80 ft., swim 40 ft.","initiative":12,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"adult_black_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. 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Failure: 54 (12d8) Acid damage. 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Failure or Success: The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Poison Damage":"4d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_black_dragon_frightful_presence","title":"Frightful Presence","source":"","description":"The dragon uses Spellcasting to cast Fear. The dragon can't take this action again until the start of its next turn.","properties":"Legendary 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Travel for creatures other than the dragon and its allies takes twice the usual time in that area.\n\nFoul Water: Water sources within 1 mile of the lair are supernaturally fouled. A creature that drinks such water must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"adult_black_dragon_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"adult_black_dragon_amphibious","name":"Amphibious","description":"The dragon can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"adult_black_dragon_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fear","title":"Fear","source":"Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.\n\tA Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.","level":3,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.\n\tA Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Ranger (Gloom Stalker)","Sorcerer (Draconic Sorcery)","School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a white feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"melfs_acid_arrow","title":"Melf's Acid Arrow","source":"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 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 only.","level":2,"school":"Evocation","castingTime":"Action","range":"90 feet","duration":"Instantaneous","description":"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 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 only.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage (both initial and later) increases by 1d4 for each spell slot level above 2.","prepared":false,"roll":{"2":"4d4","3":"5d4","4":"6d4","5":"7d4","6":"8d4","7":"9d4","8":"10d4","9":"11d4"},"tags":["School: Evocation","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"powdered rhubarb leaf","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_dead","title":"Speak with Dead","source":"You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\n\tUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.","level":3,"school":"Necromancy","castingTime":"Action","range":"10 feet","duration":"10 minute","description":"You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\n\tUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Bard","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"vitriolic_sphere","title":"Vitriolic Sphere","source":"You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.","level":4,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.","atHigherLevels":"Using a Higher-Level Spell Slot: The initial damage increases by 2d4 for each spell slot level above 4.","prepared":false,"roll":{"4":"10d4","5":"12d4","6":"14d4","7":"16d4","8":"18d4","9":"20d4","base":"5d4"},"tags":["School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop bile","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"d4125901-e301-4de5-9fdf-d1439ca8f338","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":25,"Dexterity":10,"Constitution":23,"Intelligence":16,"Wisdom":15,"Charisma":20},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Arrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.\n\tBlue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.\n\tRegalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.\n\nAdult Blue Dragon:\nAdult blue dragons command small empires, which might be territories of subjugated followers, shadowy criminal networks, or cultic enclaves. Endlessly suspicious and wary of rivals, these dragons enact elaborate schemes to ruin their foes, test the loyalty of their servants, and ensure their dominance for centuries.\n\nSource:\tMonster Manual (2024) p. 49\n\nEnvironment: coastal, desert","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 49","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":212,"currentHP":212,"temporaryHP":0,"armorClass":19,"speed":"40 ft., fly 80 ft., burrow 30 ft.","initiative":10,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"adult_blue_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_blue_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":12,"damages":{"Slashing":"2d8+7","Lightning Damage":"1d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_blue_dragon_lightning_breath_recharge_56","title":"Lightning Breath (Recharge 5-6)","source":"","description":"Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 60 (11d10) Lightning damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Lightning Breath":"11d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_blue_dragon_spellcasting","title":"Spellcasting","source":"","description":"The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):\n\n\t\u2022 At will: Detect Magic, Invisibility, Mage Hand, Shatter\n\t\u2022 1/Day each: Scrying, Sending","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_blue_dragon_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Adult Blue Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. 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The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_blue_dragon_sonic_boom","title":"Sonic Boom","source":"","description":"The dragon uses Spellcasting to cast Shatter. The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_blue_dragon_tail_swipe","title":"Tail Swipe","source":"","description":"The dragon makes one Rend attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_blue_dragon_blue_dragon_lairs","title":"Blue Dragon Lairs","source":"","description":"Blue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination.\n\tThe region containing an adult or ancient blue dragon's lair is changed by its presence, creating the following effects:\n\nSinkholes: Sinkholes form more frequently in the area within 1 mile of the lair. Whenever a creature in that area other than the dragon and its allies finishes a Long Rest, roll 1d20. On a 1, a sinkhole opens beneath the creature, and the creature must succeed on a DC 15 Dexterity saving throw or fall 2d4 \u00d7 10 feet into the sinkhole.\n\nSpiteful Storms: Dust devils and thunderstorms rage within 1 mile of the lair. The area is Lightly Obscured.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"adult_blue_dragon_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"adult_blue_dragon_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shatter","title":"Shatter","source":"A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.\n\tA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.","level":2,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.\n\tA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 2.","prepared":false,"roll":{"2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["Druid (Circle of the Sea)","School: Evocation","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a chip of mica","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scrying","title":"Scrying","source":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Concentration, up to 10 minute","description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Paladin (Oath of Vengeance)","School: Divination","Bard","Cleric","Druid","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sending","title":"Sending","source":"You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\tYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 chance that the message doesn't arrive. You know if the delivery fails.\n\tUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.","level":3,"school":"Divination","castingTime":"Action","range":"Unlimited","duration":"Instantaneous","description":"You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\tYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 chance that the message doesn't arrive. You know if the delivery fails.\n\tUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","School: Divination","Bard","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a copper wire","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":5,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"17d12+102","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Huge","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (chromatic)","cr":16,"vulnerabilities":[],"resistances":[],"immunities":["Lightning"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.381","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"adult_brass_dragon_monster","sourceCharacterId":null,"name":"Adult Brass Dragon","species":{"id":"dragon_(metallic)","name":"dragon (metallic)","description":"","size":"Huge","speed":"40 ft., fly 80 ft., burrow 30 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon (metallic)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"15d12+75","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Adult Brass Dragon","description":"","type":"dragon (metallic)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"aa0aec2a-97dc-4038-ae54-cbf8db5757a1","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":23,"Dexterity":10,"Constitution":21,"Intelligence":14,"Wisdom":13,"Charisma":17},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Gregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.\n\tBrass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.\n\tBrass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story\u2014perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.\n\nAdult Brass Dragon:\nAdult brass dragons know many secrets and have vast networks of contacts. These dragons share perspectives they've learned from across the world and passionately combat the lies of con artists and villains that lead people astray.\n\nSource:\tMonster Manual (2024) p. 55\n\nEnvironment: desert","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 55","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic good","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":172,"currentHP":172,"temporaryHP":0,"armorClass":18,"speed":"40 ft., fly 80 ft., burrow 30 ft.","initiative":10,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"adult_brass_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_brass_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":11,"damages":{"Slashing":"2d10+6","Fire Damage":"1d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_brass_dragon_fire_breath_recharge_56","title":"Fire Breath (Recharge 5-6)","source":"","description":"Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 45 (10d8) Fire damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Fire Breath":"10d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_brass_dragon_sleep_breath","title":"Sleep Breath","source":"","description":"Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake 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Failure: 27 (6d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Fire":"6d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_brass_dragon_brass_dragon_lairs","title":"Brass Dragon Lairs","source":"","description":"Brass dragons usually dwell in secret caves and canyons near well-traveled routes.\n\tThe area containing an adult or ancient brass dragon's lair is altered by its presence, creating the following effects:\n\nMirages: While in its lair, the dragon can cast Major Image , requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the spell's range is 1 mile, and the dragon doesn't need to see the spot where the illusion appears.\n\nRefreshing Water: Water within 1 mile of the lair is magically refreshing. A creature that drinks such water gains 2d4 Temporary Hit Points, and the dragon is immediately aware of the creature's presence.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"adult_brass_dragon_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"adult_brass_dragon_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scorching_ray","title":"Scorching Ray","source":"You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.","level":2,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.","atHigherLevels":"Using a Higher-Level Spell Slot: You create one additional ray for each spell slot level above 2.","prepared":false,"roll":{"base":"2d6"},"tags":["Cleric (Light Domain)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shapechange","title":"Shapechange","source":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jade circlet worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_animals","title":"Speak with Animals","source":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","level":1,"school":"Divination","castingTime":"Action","range":"Self","duration":"10 minute","description":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of the Ancients)","School: Divination","Ritual Caster","Bard","Druid","Ranger","Warlock"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_weather","title":"Control Weather","source":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","level":8,"school":"Transmutation","castingTime":"10 minute","range":"5 Miles","duration":"Concentration, up to 8 hour","description":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","atHigherLevels":"","prepared":false,"roll":{"base":"1d4x10"},"tags":["School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":true,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":true,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":5,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"15d12+75","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Huge","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (metallic)","cr":13,"vulnerabilities":[],"resistances":[],"immunities":["Fire"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.385","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"adult_bronze_dragon_monster","sourceCharacterId":null,"name":"Adult Bronze Dragon","species":{"id":"dragon_(metallic)","name":"dragon (metallic)","description":"","size":"Huge","speed":"40 ft., fly 80 ft., swim 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon (metallic)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"17d12+102","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Adult Bronze Dragon","description":"","type":"dragon (metallic)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"845a2713-7c54-4589-b43f-a1649fcab9f6","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":25,"Dexterity":10,"Constitution":23,"Intelligence":16,"Wisdom":15,"Charisma":20},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Where bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.\n\tBronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.\n\nAdult Bronze Dragon:\nAdult bronze dragons often dwell near places they defend or where they help others work toward goals. They might become patrons of whole cities, advising leaders and helping generations flourish.\n\nSource:\tMonster Manual (2024) p. 59\n\nEnvironment: coastal","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 59","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful good","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":212,"currentHP":212,"temporaryHP":0,"armorClass":18,"speed":"40 ft., fly 80 ft., swim 40 ft.","initiative":10,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"adult_bronze_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_bronze_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":12,"damages":{"Slashing":"2d8+7","Lightning Damage":"1d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_bronze_dragon_lightning_breath_recharge_56","title":"Lightning Breath (Recharge 5-6)","source":"","description":"Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Lightning Breath":"10d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_bronze_dragon_repulsion_breath","title":"Repulsion Breath","source":"","description":"Strength Saving Throw: DC 19, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_bronze_dragon_spellcasting","title":"Spellcasting","source":"","description":"The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with spell attacks):\n\n\t\u2022 At will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only,  no Temporary Hit Points gained from the spell,  and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy\n\t\u2022 1/Day each: Detect Thoughts, Water Breathing","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_bronze_dragon_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Adult Bronze Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_bronze_dragon_pounce","title":"Pounce","source":"","description":"The dragon moves up to half its Speed, and it makes one Rend attack.","properties":"Legendary 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_bronze_dragon_thunderclap","title":"Thunderclap","source":"","description":"Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 10 (3d6) Thunder damage, and the target has the Deafened condition until the end of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Thunder":"3d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_bronze_dragon_bronze_dragon_lairs","title":"Bronze Dragon Lairs","source":"","description":"Bronze dragons usually make their homes near or under the sea.\n\tThe region containing an adult or ancient bronze dragon's lair is changed by its presence, creating the following effects:\n\nBuoying Currents: Creatures within 1 mile of the lair that lack a Swim Speed ignore the extra cost of movement while swimming.\n\nSun and Storms: While in its lair, the dragon can cast Contr ol W eather , requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the dragon can control the weather within 1 mile of its lair, regardless if the dragon is inside or outside.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"adult_bronze_dragon_treasure","name":"Treasure","description":"Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"adult_bronze_dragon_amphibious","name":"Amphibious","description":"The dragon can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"adult_bronze_dragon_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"guiding_bolt","title":"Guiding Bolt","source":"You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.","level":1,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"1 round","description":"You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"4d6","2":"5d6","3":"6d6","4":"7d6","5":"8d6","6":"9d6","7":"10d6","8":"11d6","9":"12d6"},"tags":["Cleric (War Domain)","Paladin (Oath of Glory)","Warlock (Celestial Patron)","School: Evocation","Cleric","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shapechange","title":"Shapechange","source":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jade circlet worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_animals","title":"Speak with Animals","source":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","level":1,"school":"Divination","castingTime":"Action","range":"Self","duration":"10 minute","description":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of the Ancients)","School: Divination","Ritual Caster","Bard","Druid","Ranger","Warlock"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"water_breathing","title":"Water Breathing","source":"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","level":3,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Sea)","School: Transmutation","Ritual Caster","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a short reed","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":true,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":5,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"17d12+102","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Huge","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (metallic)","cr":15,"vulnerabilities":[],"resistances":[],"immunities":["Lightning"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.388","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"adult_copper_dragon_monster","sourceCharacterId":null,"name":"Adult Copper Dragon","species":{"id":"dragon_(metallic)","name":"dragon (metallic)","description":"","size":"Huge","speed":"40 ft., climb 40 ft., fly 80 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon (metallic)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"16d12+80","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Adult Copper Dragon","description":"","type":"dragon (metallic)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"1ae5f41a-f60f-45ef-8eb6-c00bf817991b","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":23,"Dexterity":12,"Constitution":21,"Intelligence":18,"Wisdom":15,"Charisma":18},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Relentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives\u2014or, at least, the mood\u2014of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.\n\tCopper dragons typically live in caverns amid picturesque hills and rock formations\u2014particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.\n\nAdult Copper Dragon:\nAdult copper dragons use their influence to better the world. With broad circles of friends, adult copper dragons delight in introducing people to one another and helping people find places where they can flourish. When disaster strikes, these dragons draw on their family of contacts to offer support, right wrongs, and rebuild stronger than before.\n\nSource:\tMonster Manual (2024) p. 79\n\nEnvironment: hill","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 79","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic good","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":184,"currentHP":184,"temporaryHP":0,"armorClass":18,"speed":"40 ft., climb 40 ft., fly 80 ft.","initiative":11,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"adult_copper_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_copper_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":11,"damages":{"Slashing":"2d10+6","Acid Damage":"1d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_copper_dragon_acid_breath_recharge_56","title":"Acid Breath (Recharge 5-6)","source":"","description":"Dexterity Saving Throw: DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Acid Breath":"12d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_copper_dragon_slowing_breath","title":"Slowing Breath","source":"","description":"Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_copper_dragon_spellcasting","title":"Spellcasting","source":"","description":"The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):\n\n\t\u2022 At will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only,  no Temporary Hit Points gained from the spell,  and no Concentration or Temporary Hit Points required to maintain the spell)\n\t\u2022 1/Day each: Greater Restoration, Major 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Only one legendary action can be used at a time and only at the end of another creature's turn. 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Failure: 24 (7d6) Psychic damage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Psychic Damage":"7d6","Bludgeoning":"1d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_copper_dragon_mind_jolt","title":"Mind Jolt","source":"","description":"The dragon uses Spellcasting to cast Mind Spike (level 4 version). 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Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d20"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"adult_copper_dragon_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"adult_copper_dragon_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mind_spike","title":"Mind Spike","source":"You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.","level":2,"school":"Divination","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 hour","description":"You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 2.","prepared":false,"roll":{"2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["School: Divination","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shapechange","title":"Shapechange","source":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jade circlet worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"greater_restoration","title":"Greater Restoration","source":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","level":5,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"diamond dust worth 100+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"major_image","title":"Major Image","source":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":true,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":5,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"16d12+80","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Huge","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (metallic)","cr":14,"vulnerabilities":[],"resistances":[],"immunities":["Acid"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.391","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"adult_gold_dragon_monster","sourceCharacterId":null,"name":"Adult Gold Dragon","species":{"id":"dragon_(metallic)","name":"dragon (metallic)","description":"","size":"Huge","speed":"40 ft., fly 80 ft., swim 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon (metallic)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"18d12+126","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Adult Gold Dragon","description":"","type":"dragon (metallic)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"deffaa5d-6311-4f7b-88b5-40aac8ee5654","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":27,"Dexterity":14,"Constitution":25,"Intelligence":16,"Wisdom":15,"Charisma":24},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Gold dragons work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.\n\tGold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.\n\nAdult Gold Dragon:\nAdult gold dragons act subtly, frequently changing their shape to resemble harmless animals or cultivating personas so they can pass as common people.\n\nSource:\tMonster Manual (2024) p. 145\n\nEnvironment: forest, grassland","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 145","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful good","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":243,"currentHP":243,"temporaryHP":0,"armorClass":19,"speed":"40 ft., fly 80 ft., swim 40 ft.","initiative":14,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+6","proficiencyBonus":6,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"adult_gold_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_gold_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":14,"damages":{"Slashing":"2d8+8","Fire Damage":"1d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_gold_dragon_fire_breath_recharge_56","title":"Fire Breath (Recharge 5-6)","source":"","description":"Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Fire Breath":"12d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_gold_dragon_weakening_breath","title":"Weakening Breath","source":"","description":"Strength Saving Throw: DC 21, each creature that isn't currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_gold_dragon_spellcasting","title":"Spellcasting","source":"","description":"The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):\n\n\t\u2022 At will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only,  no Temporary Hit Points gained from the spell,  and no Concentration or Temporary Hit Points required to maintain the spell)\n\t\u2022 1/Day each: Flame Strike, Zone of Truth","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_gold_dragon_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Adult Gold Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Adult Gold Dragon regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_gold_dragon_banish","title":"Banish","source":"","description":"Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Force 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_gold_dragon_guiding_light","title":"Guiding Light","source":"","description":"The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).","properties":"Legendary 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_gold_dragon_pounce","title":"Pounce","source":"","description":"The dragon moves up to half its Speed, and it makes one Rend attack.","properties":"Legendary 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_gold_dragon_gold_dragon_lairs","title":"Gold Dragon Lairs","source":"","description":"Gold dragons make their homes in places of natural and magical wonder.\n\tThe region containing an adult or ancient gold dragon's lair is altered by its presence, creating the following effects:\n\nDream Messenger: While in its lair, the dragon can cast Dream, requiring no Material components and using Charisma as the spellcasting ability. When casting the spell this way, the dragon can target any creature within 6 miles.\n\nForetelling Fog: The area within 1 mile of the lair is Lightly Obscured by opalescent fog. While in that area, creatures can't be surprised, as the fog swirls into shapes that warn of danger.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"adult_gold_dragon_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"adult_gold_dragon_amphibious","name":"Amphibious","description":"The dragon can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"adult_gold_dragon_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"guiding_bolt","title":"Guiding Bolt","source":"You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.","level":1,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"1 round","description":"You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"4d6","2":"5d6","3":"6d6","4":"7d6","5":"8d6","6":"9d6","7":"10d6","8":"11d6","9":"12d6"},"tags":["Cleric (War Domain)","Paladin (Oath of Glory)","Warlock (Celestial Patron)","School: Evocation","Cleric","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shapechange","title":"Shapechange","source":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jade circlet worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"flame_strike","title":"Flame Strike","source":"A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.","level":5,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.","prepared":false,"roll":{"5":"5d6+5d6","6":"6d6+6d6","7":"7d6+7d6","8":"8d6+8d6","9":"9d6+9d6"},"tags":["Cleric (Light Domain)","Paladin (Oath of Devotion)","School: Evocation","Cleric","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of sulfur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"zone_of_truth","title":"Zone of Truth","source":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\tAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"10 minute","description":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\tAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","School: Enchantment","Bard","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":true,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":true,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":6,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"18d12+126","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Huge","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (metallic)","cr":17,"vulnerabilities":[],"resistances":[],"immunities":["Fire"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.395","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"adult_green_dragon_monster","sourceCharacterId":null,"name":"Adult Green Dragon","species":{"id":"dragon_(chromatic)","name":"dragon (chromatic)","description":"","size":"Huge","speed":"40 ft., fly 80 ft., swim 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon (chromatic)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"18d12+90","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Adult Green Dragon","description":"","type":"dragon (chromatic)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"c0ff7146-6a3d-4bbd-8595-692b2724920d","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":23,"Dexterity":12,"Constitution":21,"Intelligence":18,"Wisdom":15,"Charisma":18},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"From forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.\n\tDespite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.\n\nAdult Green Dragon:\nThe words of adult green dragons are as deadly as their poisonous breath. They are brilliant schemers that pride themselves on influencing communities near their lairs. They obsess over information and create vast spy networks. Many of these dragons seek magical methods of surveillance or domination, and they manipulate adventurers into hunting down lost magic to aid in such control.\n\nSource:\tMonster Manual (2024) p. 153\n\nEnvironment: forest","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 153","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":207,"currentHP":207,"temporaryHP":0,"armorClass":19,"speed":"40 ft., fly 80 ft., swim 40 ft.","initiative":11,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"adult_green_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_green_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":11,"damages":{"Slashing":"2d8+6","Poison Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_green_dragon_poison_breath_recharge_56","title":"Poison Breath (Recharge 5-6)","source":"","description":"Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Poison Breath":"16d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_green_dragon_spellcasting","title":"Spellcasting","source":"","description":"The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):\n\n\t\u2022 At will: Detect Magic, Mind Spike (level 3 version)\n\t\u2022 1/Day: Geas","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_green_dragon_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Adult Green Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Adult Green Dragon regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_green_dragon_mind_invasion","title":"Mind Invasion","source":"","description":"The dragon uses Spellcasting to cast Mind Spike (level 3 version).","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_green_dragon_noxious_miasma","title":"Noxious Miasma","source":"","description":"Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 7 (2d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Poison":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_green_dragon_pounce","title":"Pounce","source":"","description":"The dragon moves up to half its Speed, and it makes one Rend attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_green_dragon_green_dragon_lairs","title":"Green Dragon Lairs","source":"","description":"Green dragons lair in ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the former homes of those they've conquered.\n\tThe region containing an adult or ancient green dragon's lair is warped by its presence, creating the following effects:\n\nBeast Spies: Tiny Beasts magically gain the ability to understand Draconic and can communicate telepathically with the dragon while within 1 mile of the lair.\n\nPoisonous Thicket: Ordinary plants growing within 1 mile of the lair poison the air around them.\n\nWhenever a creature other than the dragon or its allies finishes a Long Rest in that area, it must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.\n\tIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"adult_green_dragon_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"adult_green_dragon_amphibious","name":"Amphibious","description":"The dragon can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"adult_green_dragon_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mind_spike","title":"Mind Spike","source":"You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.","level":2,"school":"Divination","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 hour","description":"You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 2.","prepared":false,"roll":{"2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["School: Divination","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"geas","title":"Geas","source":"You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\tWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\tYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\tA Remove Curse, Greater Restoration, or Wish spell ends this spell.","level":5,"school":"Enchantment","castingTime":"1 minute","range":"60 feet","duration":"30 day","description":"You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\tWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\tYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\tA Remove Curse, Greater Restoration, or Wish spell ends this spell.","atHigherLevels":"Using a Higher-Level Spell Slot: If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.","prepared":false,"roll":{"base":"5d10"},"tags":["Warlock (Fiend Patron)","School: Enchantment","Bard","Cleric","Druid","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":true,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":true,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":5,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"18d12+90","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Huge","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (chromatic)","cr":15,"vulnerabilities":[],"resistances":[],"immunities":["Poison"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.402","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"adult_red_dragon_monster","sourceCharacterId":null,"name":"Adult Red Dragon","species":{"id":"dragon_(chromatic)","name":"dragon (chromatic)","description":"","size":"Huge","speed":"40 ft., climb 40 ft., fly 80 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon (chromatic)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"19d12+133","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Adult Red Dragon","description":"","type":"dragon (chromatic)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"d84d4d21-5dd3-4cf8-bab2-330043a9eee0","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":27,"Dexterity":10,"Constitution":25,"Intelligence":16,"Wisdom":13,"Charisma":23},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Red dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more\u2014more magic, territory, treasure, or whatever else inflames their cruel ambitions.\n\tRed dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.\n\tRed dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right\u2014treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.\n\nAdult Red Dragon:\nAdult red dragons are tyrants that claim vast domains and might command armies of followers or significant magical resources. Red dragons rarely pay attention to the nations and claims of smaller creatures, and they might consider entire cities part of their realm. Most red dragons are inattentive rulers, though, spending decades focused on their own comforts, hoards, or magical concerns within their lairs. But when their attention returns to their territories, if they find matters not to their liking, whole lands might burn.\n\nSource:\tMonster Manual (2024) p. 255\n\nEnvironment: hill, mountain","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 255","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":256,"currentHP":256,"temporaryHP":0,"armorClass":19,"speed":"40 ft., climb 40 ft., fly 80 ft.","initiative":12,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+6","proficiencyBonus":6,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"adult_red_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_red_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":14,"damages":{"Slashing":"1d10+8","Fire Damage":"2d4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_red_dragon_fire_breath_recharge_56","title":"Fire Breath (Recharge 5-6)","source":"","description":"Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Fire Breath":"17d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_red_dragon_spellcasting","title":"Spellcasting","source":"","description":"The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks):\n\n\t\u2022 At will: Command (level 2 version), Detect Magic, Scorching Ray\n\t\u2022 1/Day: Fireball","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_red_dragon_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Adult Red Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Adult Red Dragon regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_red_dragon_commanding_presence","title":"Commanding Presence","source":"","description":"The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_red_dragon_fiery_rays","title":"Fiery Rays","source":"","description":"The dragon uses Spellcasting to cast Scorching Ray. The dragon can't take this action again until the start of its next turn.","properties":"Legendary 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A burning creature or object takes an additional 1d4 Fire damage at the start of each of its turns.\n\nSmoldering Haze: The area within 1 mile of the lair is Lightly Obscured with clouds of ash. Whenever a creature other than the dragon or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Burning 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Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"adult_red_dragon_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed 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The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","level":1,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","atHigherLevels":"Using a Higher-Level Spell Slot: You can affect one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","Warlock (Fiend Patron)","School: Enchantment","Bard","Cleric","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. 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You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.","level":2,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.","atHigherLevels":"Using a Higher-Level Spell Slot: You create one additional ray for each spell slot level above 2.","prepared":false,"roll":{"base":"2d6"},"tags":["Cleric (Light Domain)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fireball","title":"Fireball","source":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","level":3,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Cleric (Light Domain)","Druid (Circle of the Land) (Arid)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a ball of bat guano and 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They try to live as examples of decency while remaining watchful against evil.\n\tSilver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.\n\tSilver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.\n\nAdult Silver Dragon:\nAdult silver dragons love to spend time among various peoples. Rather than manipulating politics directly, they support individuals who have ambitious goals or who popularize the return of great universities, inspiring athletics events or festivals, and other salutary civic institutions of the past. Silver dragons often surround themselves with like-minded allies and are watchful for hidden threats.\n\nSource:\tMonster Manual (2024) p. 279\n\nEnvironment: mountain, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 279","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful good","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":216,"currentHP":216,"temporaryHP":0,"armorClass":19,"speed":"40 ft., fly 80 ft.","initiative":10,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"adult_silver_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_silver_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":13,"damages":{"Slashing":"2d8+8","Cold Damage":"1d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_silver_dragon_cold_breath_recharge_56","title":"Cold Breath (Recharge 5-6)","source":"","description":"Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Cold Breath":"12d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_silver_dragon_paralyzing_breath","title":"Paralyzing Breath","source":"","description":"Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_silver_dragon_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Adult Silver Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. 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The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_silver_dragon_cold_gale","title":"Cold Gale","source":"","description":"Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can't take this action again until the start of its next turn.","properties":"Legendary 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_silver_dragon_pounce","title":"Pounce","source":"","description":"The dragon moves up to half its Speed, and it makes one Rend attack.","properties":"Legendary 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_silver_dragon_silver_dragon_lairs","title":"Silver Dragon Lairs","source":"","description":"Silver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\"\n\tThe region containing an adult or ancient silver dragon's lair is changed by its magic, creating the following effects:\n\nGentle Gusts: Winds buoy creatures that fall within 1 mile of the lair. Such creatures descend at a rate of 60 feet per round and take no damage from falling.\n\nSun and Storms: While in its lair, the dragon can cast Control Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"adult_silver_dragon_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"adult_silver_dragon_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hold_monster","title":"Hold Monster","source":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","level":5,"school":"Enchantment","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 5.","prepared":false,"roll":{},"tags":["Cleric (War Domain)","Druid (Circle of the Sea)","Paladin (Oath of Vengeance)","School: Enchantment","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a straight piece of iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"ice_knife","title":"Ice Knife","source":"You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.","level":1,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.","atHigherLevels":"Using a Higher-Level Spell Slot: The Cold damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d6","2":"3d6","3":"4d6","4":"5d6","5":"6d6","6":"7d6","7":"8d6","8":"9d6","9":"10d6","base":"1d10"},"tags":["School: Conjuration","Druid","Sorcerer","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop of water or a piece of ice","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shapechange","title":"Shapechange","source":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jade circlet worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"ice_storm","title":"Ice Storm","source":"Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.\n\tHailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.","level":4,"school":"Evocation","castingTime":"Action","range":"300 feet","duration":"Instantaneous","description":"Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.\n\tHailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The Bludgeoning damage increases by 1d10 for each spell slot level above 4.","prepared":false,"roll":{"4":"2d10","5":"3d10","6":"4d10","7":"5d10","8":"6d10","9":"7d10","base":"4d6"},"tags":["Druid (Circle of the Land) (Polar)","Druid (Circle of the Sea)","Paladin (Oath of the Ancients)","School: Evocation","Druid","Sorcerer","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mitten","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"zone_of_truth","title":"Zone of Truth","source":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\tAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"10 minute","description":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\tAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","School: Enchantment","Bard","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_weather","title":"Control Weather","source":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","level":8,"school":"Transmutation","castingTime":"10 minute","range":"5 Miles","duration":"Concentration, up to 8 hour","description":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","atHigherLevels":"","prepared":false,"roll":{"base":"1d4x10"},"tags":["School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":true,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":5,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"16d12+112","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Huge","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (metallic)","cr":16,"vulnerabilities":[],"resistances":[],"immunities":["Cold"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.409","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"adult_white_dragon_monster","sourceCharacterId":null,"name":"Adult White Dragon","species":{"id":"dragon_(chromatic)","name":"dragon (chromatic)","description":"","size":"Huge","speed":"40 ft., fly 80 ft., burrow 30 ft., swim 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon (chromatic)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"16d12+96","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Adult White Dragon","description":"","type":"dragon (chromatic)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"fe19292c-fbc0-4dd5-a0b5-4191d0a1d4b5","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":22,"Dexterity":10,"Constitution":22,"Intelligence":8,"Wisdom":12,"Charisma":12},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Among the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.\n\tWhite dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory\u2014the details of which inflate as these dragons age.\n\nAdult White Dragon:\nAdult white dragons claim large territories and are often the mightiest predators in those lands. While some lurk in their lairs for months, others regularly soar over their domains. When they spot something moving on the ice, they might swoop down to feed or extort food and offerings from sapient creatures.\n\nSource:\tMonster Manual (2024) p. 329\n\nEnvironment: arctic","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 329","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":200,"currentHP":200,"temporaryHP":0,"armorClass":18,"speed":"40 ft., fly 80 ft., burrow 30 ft., swim 40 ft.","initiative":10,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"adult_white_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_white_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":11,"damages":{"Slashing":"2d6+6","Cold Damage":"1d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_white_dragon_cold_breath_recharge_56","title":"Cold Breath (Recharge 5-6)","source":"","description":"Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Cold Breath":"12d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_white_dragon_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Adult White Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. 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Failure or Success: The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Cold":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_white_dragon_pounce","title":"Pounce","source":"","description":"The dragon moves up to half its Speed, and it makes one Rend attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"adult_white_dragon_frightful_presence","title":"Frightful Presence","source":"","description":"The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). 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Any water in that area is frigid water. See the Dungeon Master' s Guide for rules on extreme cold and frigid water.\n\nGlacial Gloom: The area within 1 mile of the lair is Lightly Obscured by chilly fog. 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_black_dragon_black_dragon_lairs","title":"Black Dragon Lairs","source":"","description":"Black dragons lurk in dismal ruins, polluted bogs, or other sites gripped by decay.\n\tThe region containing an adult or ancient black dragon's lair is warped by its presence, creating the following effects:\n\nAcrid Haze: Odorous and stifling fog covers the area within 1 mile of the lair, rendering that area Lightly Obscured. Travel for creatures other than the dragon and its allies takes twice the usual time in that area.\n\nFoul Water: Water sources within 1 mile of the lair are supernaturally fouled. A creature that drinks such water must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"ancient_black_dragon_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_black_dragon_amphibious","name":"Amphibious","description":"The dragon can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_black_dragon_legendary_resistance_4day_or__5day_in_lair","name":"Legendary Resistance (4/Day, or  5/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fear","title":"Fear","source":"Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.\n\tA Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.","level":3,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.\n\tA Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Ranger (Gloom Stalker)","Sorcerer (Draconic Sorcery)","School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a white feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"melfs_acid_arrow","title":"Melf's Acid Arrow","source":"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 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 only.","level":2,"school":"Evocation","castingTime":"Action","range":"90 feet","duration":"Instantaneous","description":"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 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 only.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage (both initial and later) increases by 1d4 for each spell slot level above 2.","prepared":false,"roll":{"2":"4d4","3":"5d4","4":"6d4","5":"7d4","6":"8d4","7":"9d4","8":"10d4","9":"11d4"},"tags":["School: Evocation","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"powdered rhubarb leaf","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"create_undead","title":"Create Undead","source":"You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).\n\tAs a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\n\tThe 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 before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.","level":6,"school":"Necromancy","castingTime":"1 minute","range":"10 feet","duration":"Instantaneous","description":"You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).\n\tAs a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\n\tThe 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 before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.","atHigherLevels":"Using a Higher-Level Spell Slot: If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.","prepared":false,"roll":{},"tags":["School: Necromancy","Cleric","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"one 150+ GP black onyx stone for each corpse","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_dead","title":"Speak with Dead","source":"You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\n\tUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.","level":3,"school":"Necromancy","castingTime":"Action","range":"10 feet","duration":"10 minute","description":"You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\n\tUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Bard","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"vitriolic_sphere","title":"Vitriolic Sphere","source":"You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.","level":4,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.","atHigherLevels":"Using a Higher-Level Spell Slot: The initial damage increases by 2d4 for each spell slot level above 4.","prepared":false,"roll":{"4":"10d4","5":"12d4","6":"14d4","7":"16d4","8":"18d4","9":"20d4","base":"5d4"},"tags":["School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop bile","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":7,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"21d20+147","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Gargantuan","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (chromatic)","cr":21,"vulnerabilities":[],"resistances":[],"immunities":["Acid"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.418","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"ancient_blue_dragon_monster","sourceCharacterId":null,"name":"Ancient Blue Dragon","species":{"id":"dragon_(chromatic)","name":"dragon (chromatic)","description":"","size":"Gargantuan","speed":"40 ft., fly 80 ft., burrow 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon (chromatic)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"26d20+208","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Ancient Blue Dragon","description":"","type":"dragon (chromatic)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"2211978c-3ba7-4ee0-8f00-fd7e921a18f9","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":29,"Dexterity":10,"Constitution":27,"Intelligence":18,"Wisdom":17,"Charisma":25},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Arrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.\n\tBlue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.\n\tRegalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.\n\nAncient blue dragons think beyond dominating groups of short-lived servants. Instead, they seek to claim their places above other dragons and their world's most powerful inhabitants. If world domination seems too tedious or clich\u00e9, these dragons might seek to seize control of extraplanar realms, multiworld empires, or forces of reality\u2014like life, storms, or time itself.\n\nSource:\tMonster Manual (2024) p. 50\n\nEnvironment: coastal, desert","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 50","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":481,"currentHP":481,"temporaryHP":0,"armorClass":22,"speed":"40 ft., fly 80 ft., burrow 40 ft.","initiative":14,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+7","proficiencyBonus":7,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"ancient_blue_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 version).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_blue_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage.","properties":"Action, Reach (15 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":16,"damages":{"Slashing":"2d8+9","Lightning Damage":"2d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_blue_dragon_lightning_breath_recharge_56","title":"Lightning Breath (Recharge 5-6)","source":"","description":"Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Lightning Breath":"16d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_blue_dragon_spellcasting","title":"Spellcasting","source":"","description":"The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):\n\n\t\u2022 At will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version)\n\t\u2022 1/Day each: Scrying, Sending","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_blue_dragon_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Ancient Blue Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Ancient Blue Dragon regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_blue_dragon_cloaked_flight","title":"Cloaked Flight","source":"","description":"The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_blue_dragon_sonic_boom","title":"Sonic Boom","source":"","description":"The dragon uses Spellcasting to cast Shatter (level 3 version). The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_blue_dragon_tail_swipe","title":"Tail Swipe","source":"","description":"The dragon makes one Rend attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_blue_dragon_blue_dragon_lairs","title":"Blue Dragon Lairs","source":"","description":"Blue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination.\n\tThe region containing an adult or ancient blue dragon's lair is changed by its presence, creating the following effects:\n\nSinkholes: Sinkholes form more frequently in the area within 1 mile of the lair. Whenever a creature in that area other than the dragon and its allies finishes a Long Rest, roll 1d20. On a 1, a sinkhole opens beneath the creature, and the creature must succeed on a DC 15 Dexterity saving throw or fall 2d4 \u00d7 10 feet into the sinkhole.\n\nSpiteful Storms: Dust devils and thunderstorms rage within 1 mile of the lair. The area is Lightly Obscured.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"ancient_blue_dragon_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_blue_dragon_legendary_resistance_4day_or__5day_in_lair","name":"Legendary Resistance (4/Day, or  5/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shatter","title":"Shatter","source":"A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.\n\tA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.","level":2,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.\n\tA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 2.","prepared":false,"roll":{"2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["Druid (Circle of the Sea)","School: Evocation","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a chip of mica","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scrying","title":"Scrying","source":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Concentration, up to 10 minute","description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Paladin (Oath of Vengeance)","School: Divination","Bard","Cleric","Druid","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sending","title":"Sending","source":"You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\tYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 chance that the message doesn't arrive. You know if the delivery fails.\n\tUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.","level":3,"school":"Divination","castingTime":"Action","range":"Unlimited","duration":"Instantaneous","description":"You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\tYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 chance that the message doesn't arrive. You know if the delivery fails.\n\tUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","School: Divination","Bard","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a copper wire","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":7,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"26d20+208","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Gargantuan","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (chromatic)","cr":23,"vulnerabilities":[],"resistances":[],"immunities":["Lightning"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.421","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"ancient_brass_dragon_monster","sourceCharacterId":null,"name":"Ancient Brass Dragon","species":{"id":"dragon_(metallic)","name":"dragon (metallic)","description":"","size":"Gargantuan","speed":"40 ft., fly 80 ft., burrow 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon (metallic)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"19d20+133","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Ancient Brass Dragon","description":"","type":"dragon (metallic)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"a3326e6b-960f-45aa-bdc0-425ea71875b5","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":27,"Dexterity":10,"Constitution":25,"Intelligence":16,"Wisdom":15,"Charisma":22},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Gregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.\n\tBrass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.\n\tBrass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story\u2014perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.\n\nAncient brass dragons create worlds-spanning networks. They combat forces of repression and misinformation, helping people learn from the mistakes of the past. Either personally or through webs of messengers, ancient brass dragons keep allies informed about challenges they can face together.\n\nSource:\tMonster Manual (2024) p. 56\n\nEnvironment: desert","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 56","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic good","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":332,"currentHP":332,"temporaryHP":0,"armorClass":20,"speed":"40 ft., fly 80 ft., burrow 40 ft.","initiative":12,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+6","proficiencyBonus":6,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"ancient_brass_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_brass_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage.","properties":"Action, Reach (15 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":14,"damages":{"Slashing":"2d10+8","Fire Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_brass_dragon_fire_breath_recharge_56","title":"Fire Breath (Recharge 5-6)","source":"","description":"Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Fire Breath":"13d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_brass_dragon_sleep_breath","title":"Sleep Breath","source":"","description":"Constitution Saving Throw: DC 21, each creature in a 90-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Only one legendary action can be used at a time and only at the end of another creature's turn. 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_brass_dragon_pounce","title":"Pounce","source":"","description":"The dragon moves up to half its Speed, and it makes one Rend attack.","properties":"Legendary 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_brass_dragon_scorching_sands","title":"Scorching Sands","source":"","description":"Dexterity Saving Throw: DC 20, one creature the dragon can see within 120 feet. Failure: 36 (8d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Fire":"8d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_brass_dragon_brass_dragon_lairs","title":"Brass Dragon Lairs","source":"","description":"Brass dragons usually dwell in secret caves and canyons near well-traveled routes.\n\tThe area containing an adult or ancient brass dragon's lair is altered by its presence, creating the following effects:\n\nMirages: While in its lair, the dragon can cast Major Image , requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the spell's range is 1 mile, and the dragon doesn't need to see the spot where the illusion appears.\n\nRefreshing Water: Water within 1 mile of the lair is magically refreshing. A creature that drinks such water gains 2d4 Temporary Hit Points, and the dragon is immediately aware of the creature's presence.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"ancient_brass_dragon_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_brass_dragon_legendary_resistance_4day_or__5day_in_lair","name":"Legendary Resistance (4/Day, or  5/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scorching_ray","title":"Scorching Ray","source":"You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.","level":2,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.","atHigherLevels":"Using a Higher-Level Spell Slot: You create one additional ray for each spell slot level above 2.","prepared":false,"roll":{"base":"2d6"},"tags":["Cleric (Light Domain)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shapechange","title":"Shapechange","source":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jade circlet worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_animals","title":"Speak with Animals","source":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","level":1,"school":"Divination","castingTime":"Action","range":"Self","duration":"10 minute","description":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of the Ancients)","School: Divination","Ritual Caster","Bard","Druid","Ranger","Warlock"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_weather","title":"Control Weather","source":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","level":8,"school":"Transmutation","castingTime":"10 minute","range":"5 Miles","duration":"Concentration, up to 8 hour","description":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","atHigherLevels":"","prepared":false,"roll":{"base":"1d4x10"},"tags":["School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":true,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":true,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":6,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"19d20+133","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Gargantuan","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (metallic)","cr":20,"vulnerabilities":[],"resistances":[],"immunities":["Fire"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.425","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"ancient_bronze_dragon_monster","sourceCharacterId":null,"name":"Ancient Bronze Dragon","species":{"id":"dragon_(metallic)","name":"dragon (metallic)","description":"","size":"Gargantuan","speed":"40 ft., fly 80 ft., swim 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon (metallic)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"24d20+192","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Ancient Bronze Dragon","description":"","type":"dragon (metallic)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"65ba21a3-8c18-4323-884e-05befbc78470","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":29,"Dexterity":10,"Constitution":27,"Intelligence":18,"Wisdom":17,"Charisma":25},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Where bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.\n\tBronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.\n\nAncient bronze dragons develop dramatic patinas on their glimmering scales. These dragons strive to protect whole regions, continents, or planets from threats. They seek solutions to planes-spanning calamities or multiversal perils and oppose the evil of mighty chromatic dragons\n\nSource:\tMonster Manual (2024) p. 60\n\nEnvironment: coastal","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 60","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful good","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":444,"currentHP":444,"temporaryHP":0,"armorClass":22,"speed":"40 ft., fly 80 ft., swim 40 ft.","initiative":14,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+7","proficiencyBonus":7,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"ancient_bronze_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_bronze_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage.","properties":"Action, Reach (15 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":16,"damages":{"Slashing":"2d8+9","Lightning Damage":"2d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_bronze_dragon_lightning_breath_recharge_56","title":"Lightning Breath (Recharge 5-6)","source":"","description":"Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10) Lightning damage. 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Failure: 13 (3d8) Thunder damage, and the target has the Deafened condition until the end of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Thunder":"3d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_bronze_dragon_bronze_dragon_lairs","title":"Bronze Dragon Lairs","source":"","description":"Bronze dragons usually make their homes near or under the sea.\n\tThe region containing an adult or ancient bronze dragon's lair is changed by its presence, creating the following effects:\n\nBuoying Currents: Creatures within 1 mile of the lair that lack a Swim Speed ignore the extra cost of movement while swimming.\n\nSun and Storms: While in its lair, the dragon can cast Contr ol W eather , requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the dragon can control the weather within 1 mile of its lair, regardless if the dragon is inside or outside.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"ancient_bronze_dragon_treasure","name":"Treasure","description":"Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_bronze_dragon_amphibious","name":"Amphibious","description":"The dragon can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_bronze_dragon_legendary_resistance_4day_or__5day_in_lair","name":"Legendary Resistance (4/Day, or  5/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"guiding_bolt","title":"Guiding Bolt","source":"You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.","level":1,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"1 round","description":"You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"4d6","2":"5d6","3":"6d6","4":"7d6","5":"8d6","6":"9d6","7":"10d6","8":"11d6","9":"12d6"},"tags":["Cleric (War Domain)","Paladin (Oath of Glory)","Warlock (Celestial Patron)","School: Evocation","Cleric","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shapechange","title":"Shapechange","source":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jade circlet worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_animals","title":"Speak with Animals","source":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","level":1,"school":"Divination","castingTime":"Action","range":"Self","duration":"10 minute","description":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of the Ancients)","School: Divination","Ritual Caster","Bard","Druid","Ranger","Warlock"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_water","title":"Control Water","source":"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 chance of capsizing.\n\tThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water: You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool: You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","level":4,"school":"Transmutation","castingTime":"Action","range":"300 feet","duration":"Concentration, up to 10 minute","description":"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 chance of capsizing.\n\tThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water: You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool: You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{"base":"2d8"},"tags":["Druid (Circle of the Sea)","School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mixture of water and dust","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scrying","title":"Scrying","source":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Concentration, up to 10 minute","description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Paladin (Oath of Vengeance)","School: Divination","Bard","Cleric","Druid","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"water_breathing","title":"Water Breathing","source":"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","level":3,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Sea)","School: Transmutation","Ritual Caster","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a short reed","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":true,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"a9b03197-cb39-4b1b-8c4c-e3c6859703a3","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":27,"Dexterity":12,"Constitution":25,"Intelligence":20,"Wisdom":17,"Charisma":22},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Relentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives\u2014or, at least, the mood\u2014of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.\n\tCopper dragons typically live in caverns amid picturesque hills and rock formations\u2014particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.\n\nAncient copper dragons use warmth and reliability to effect change over time. They open their cozy lairs to their friends as havens of learning and laughter for the young and those in need. These dragons watch for and oppose future threats while fostering sanctuaries of simple goodness.\n\nSource:\tMonster Manual (2024) p. 80\n\nEnvironment: hill","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 80","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic good","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":367,"currentHP":367,"temporaryHP":0,"armorClass":21,"speed":"40 ft., climb 40 ft., fly 80 ft.","initiative":15,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+7","proficiencyBonus":7,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"ancient_copper_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. 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Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage.","properties":"Action, Reach (15 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":15,"damages":{"Slashing":"2d10+8","Acid Damage":"2d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_copper_dragon_acid_breath_recharge_56","title":"Acid Breath (Recharge 5-6)","source":"","description":"Dexterity Saving Throw: DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Acid Breath":"14d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_copper_dragon_slowing_breath","title":"Slowing Breath","source":"","description":"Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_copper_dragon_pounce","title":"Pounce","source":"","description":"The dragon moves up to half its Speed, and it makes one Rend attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_copper_dragon_copper_dragon_lairs","title":"Copper Dragon Lairs","source":"","description":"Copper dragons typically inhabit multichamber caves and renovated ruins.\n\tThe region containing an adult or ancient copper dragon's lair is changed by its presence, creating the following effects:\n\nChatty Critters: Tiny Beasts magically gain the ability to speak and understand Draconic while within 6 miles of the lair.\n\nGiggle Fits: Whenever a creature other than the dragon and its allies is within 1 mile of the lair and rolls a 1 on a D20 Test, it must succeed on a DC 15 Wisdom saving throw or have the Incapacitated condition until the end of its next turn, as it is wracked with laughter.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"ancient_copper_dragon_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_copper_dragon_legendary_resistance_4day_or__5day_in_lair","name":"Legendary Resistance (4/Day, or  5/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mind_spike","title":"Mind Spike","source":"You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.","level":2,"school":"Divination","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 hour","description":"You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 2.","prepared":false,"roll":{"2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["School: Divination","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shapechange","title":"Shapechange","source":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jade circlet worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"greater_restoration","title":"Greater Restoration","source":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","level":5,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"diamond dust worth 100+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"major_image","title":"Major Image","source":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"project_image","title":"Project Image","source":"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 it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n\tYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n\tPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study 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.","level":7,"school":"Illusion","castingTime":"Action","range":"500 Miles","duration":"Concentration, up to 1 day","description":"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 it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n\tYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n\tPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a statuette of yourself worth 5+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":true,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":7,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"21d20+147","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Gargantuan","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (metallic)","cr":21,"vulnerabilities":[],"resistances":[],"immunities":["Acid"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.432","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"ancient_gold_dragon_monster","sourceCharacterId":null,"name":"Ancient Gold Dragon","species":{"id":"dragon_(metallic)","name":"dragon (metallic)","description":"","size":"Gargantuan","speed":"40 ft., fly 80 ft., swim 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon 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The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.\n\tGold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.\n\nAncient Gold Dragon:\nAncient gold dragons are wise and mysterious. Many aid virtuous groups, guiding them in secret or patronizing them from afar. Only when stakes are at their highest do ancient gold dragons reveal themselves in all their majesty.\n\nSource:\tMonster Manual (2024) p. 146\n\nEnvironment: forest, grassland","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 146","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful good","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":546,"currentHP":546,"temporaryHP":0,"armorClass":22,"speed":"40 ft., fly 80 ft., swim 40 ft.","initiative":16,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+7","proficiencyBonus":7,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"ancient_gold_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_gold_dragon_pounce","title":"Pounce","source":"","description":"The dragon moves up to half its Speed, and it makes one Rend attack.","properties":"Legendary 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_gold_dragon_gold_dragon_lairs","title":"Gold Dragon Lairs","source":"","description":"Gold dragons make their homes in places of natural and magical wonder.\n\tThe region containing an adult or ancient gold dragon's lair is altered by its presence, creating the following effects:\n\nDream Messenger: While in its lair, the dragon can cast Dream, requiring no Material components and using Charisma as the spellcasting ability. When casting the spell this way, the dragon can target any creature within 6 miles.\n\nForetelling Fog: The area within 1 mile of the lair is Lightly Obscured by opalescent fog. While in that area, creatures can't be surprised, as the fog swirls into shapes that warn of danger.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"ancient_gold_dragon_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_gold_dragon_amphibious","name":"Amphibious","description":"The dragon can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_gold_dragon_legendary_resistance_4day_or__5day_in_lair","name":"Legendary Resistance (4/Day, or  5/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"guiding_bolt","title":"Guiding Bolt","source":"You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.","level":1,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"1 round","description":"You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"4d6","2":"5d6","3":"6d6","4":"7d6","5":"8d6","6":"9d6","7":"10d6","8":"11d6","9":"12d6"},"tags":["Cleric (War Domain)","Paladin (Oath of Glory)","Warlock (Celestial Patron)","School: Evocation","Cleric","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shapechange","title":"Shapechange","source":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jade circlet worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"flame_strike","title":"Flame Strike","source":"A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.","level":5,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.","prepared":false,"roll":{"5":"5d6+5d6","6":"6d6+6d6","7":"7d6+7d6","8":"8d6+8d6","9":"9d6+9d6"},"tags":["Cleric (Light Domain)","Paladin (Oath of Devotion)","School: Evocation","Cleric","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of sulfur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"word_of_recall","title":"Word of Recall","source":"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\n\tYou must designate a location, such as a temple, as a sanctuary by casting this spell there.","level":6,"school":"Conjuration","castingTime":"Action","range":"5 feet","duration":"Instantaneous","description":"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\n\tYou must designate a location, such as a temple, as a sanctuary by casting this spell there.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"zone_of_truth","title":"Zone of Truth","source":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\tAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"10 minute","description":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\tAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","School: Enchantment","Bard","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":true,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":true,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":7,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"28d20+252","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Gargantuan","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (metallic)","cr":24,"vulnerabilities":[],"resistances":[],"immunities":["Fire"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.435","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"ancient_green_dragon_monster","sourceCharacterId":null,"name":"Ancient Green Dragon","species":{"id":"dragon_(chromatic)","name":"dragon (chromatic)","description":"","size":"Gargantuan","speed":"40 ft., fly 80 ft., swim 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon (chromatic)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"23d20+161","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Ancient Green Dragon","description":"","type":"dragon (chromatic)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"f18bb98f-619c-465d-b6f0-e1574f609546","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":27,"Dexterity":12,"Constitution":25,"Intelligence":20,"Wisdom":17,"Charisma":22},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"From forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.\n\tDespite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.\n\nAncient Green Dragon:\nAncient green dragons are creatures of legend, rarely seen by their servants or foes. Via magic and well-hidden agents, these dragons stoke suspicion between allies and undermine noble works. As bonds fray, the dragons reap rewards of greater wealth and control. Eventually the ambitions of ancient green dragons stretch beyond their territories as they seek control over empires, planar realms, or death itself.\n\nSource:\tMonster Manual (2024) p. 154\n\nEnvironment: forest","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 154","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":402,"currentHP":402,"temporaryHP":0,"armorClass":21,"speed":"40 ft., fly 80 ft., swim 40 ft.","initiative":15,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+7","proficiencyBonus":7,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"ancient_green_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_green_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage.","properties":"Action, Reach (15 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":15,"damages":{"Slashing":"2d8+8","Poison Damage":"3d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_green_dragon_poison_breath_recharge_56","title":"Poison Breath (Recharge 5-6)","source":"","description":"Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Poison Breath":"22d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_green_dragon_spellcasting","title":"Spellcasting","source":"","description":"The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):\n\n\t\u2022 At will: Detect Magic, Mind Spike (level 5 version)\n\t\u2022 1/Day each: Geas, Modify Memory","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_green_dragon_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Ancient Green Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Ancient Green Dragon regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_green_dragon_mind_invasion","title":"Mind Invasion","source":"","description":"The dragon uses Spellcasting to cast Mind Spike (level 5 version).","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_green_dragon_noxious_miasma","title":"Noxious Miasma","source":"","description":"Constitution Saving Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Poison":"5d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_green_dragon_pounce","title":"Pounce","source":"","description":"The dragon moves up to half its Speed, and it makes one Rend attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"ancient_green_dragon_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_green_dragon_amphibious","name":"Amphibious","description":"The dragon can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_green_dragon_legendary_resistance_4day_or__5day_in_lair","name":"Legendary Resistance (4/Day, or  5/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mind_spike","title":"Mind Spike","source":"You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.","level":2,"school":"Divination","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 hour","description":"You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 2.","prepared":false,"roll":{"2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["School: Divination","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"geas","title":"Geas","source":"You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\tWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\tYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\tA Remove Curse, Greater Restoration, or Wish spell ends this spell.","level":5,"school":"Enchantment","castingTime":"1 minute","range":"60 feet","duration":"30 day","description":"You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\tWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\tYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\tA Remove Curse, Greater Restoration, or Wish spell ends this spell.","atHigherLevels":"Using a Higher-Level Spell Slot: If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.","prepared":false,"roll":{"base":"5d10"},"tags":["Warlock (Fiend Patron)","School: Enchantment","Bard","Cleric","Druid","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"modify_memory","title":"Modify Memory","source":"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\tWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\tYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\tA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\tA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.","level":5,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\tWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\tYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\tA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\tA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.","atHigherLevels":"Using a Higher-Level Spell Slot: You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Warlock (Great Old One Patron)","School: Enchantment","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":true,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":true,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":7,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"23d20+161","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Gargantuan","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (chromatic)","cr":22,"vulnerabilities":[],"resistances":[],"immunities":["Poison"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.438","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"ancient_red_dragon_monster","sourceCharacterId":null,"name":"Ancient Red Dragon","species":{"id":"dragon_(chromatic)","name":"dragon (chromatic)","description":"","size":"Gargantuan","speed":"40 ft., climb 40 ft., fly 80 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon (chromatic)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"26d20+234","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Ancient Red Dragon","description":"","type":"dragon (chromatic)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"0f3503d1-dc8f-457a-9c1f-89e4e18ac021","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":30,"Dexterity":10,"Constitution":29,"Intelligence":18,"Wisdom":15,"Charisma":27},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Red dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more\u2014more magic, territory, treasure, or whatever else inflames their cruel ambitions.\n\tRed dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.\n\tRed dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right\u2014treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.\n\nAncient Red Dragon:\nAncient red dragons number among the most feared and destructive beings in the multiverse. Few can withstand the wrath of an ancient red dragon that turns its mind toward devastation. These dragons' greed matches their ruinous potential, and they collect vast hoards studded with storied treasures and magic items. Their lairs frequently tap into volcanic depths and might pierce other planes of existence, bringing servants from the Elemental Plane of Fire or the Lower Planes into their service.\n\nSource:\tMonster Manual (2024) p. 256\n\nEnvironment: hill, mountain","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 256","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":507,"currentHP":507,"temporaryHP":0,"armorClass":22,"speed":"40 ft., climb 40 ft., fly 80 ft.","initiative":14,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+7","proficiencyBonus":7,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"ancient_red_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_red_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage.","properties":"Action, Reach (15 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":17,"damages":{"Slashing":"2d8+10","Fire Damage":"3d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_red_dragon_fire_breath_recharge_56","title":"Fire Breath (Recharge 5-6)","source":"","description":"Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Fire Breath":"26d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_red_dragon_spellcasting","title":"Spellcasting","source":"","description":"The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):\n\n\t\u2022 At will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version)\n\t\u2022 1/Day each: Fireball (level 6 version), Scrying","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_red_dragon_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Ancient Red Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Ancient Red Dragon regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_red_dragon_commanding_presence","title":"Commanding Presence","source":"","description":"The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_red_dragon_fiery_rays","title":"Fiery Rays","source":"","description":"The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can't take this action again until the start of its next turn.","properties":"Legendary 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Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_red_dragon_legendary_resistance_4day_or__5day_in_lair","name":"Legendary Resistance (4/Day, or  5/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"command","title":"Command","source":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","level":1,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","atHigherLevels":"Using a Higher-Level Spell Slot: You can affect one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","Warlock (Fiend Patron)","School: Enchantment","Bard","Cleric","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scorching_ray","title":"Scorching Ray","source":"You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.","level":2,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.","atHigherLevels":"Using a Higher-Level Spell Slot: You create one additional ray for each spell slot level above 2.","prepared":false,"roll":{"base":"2d6"},"tags":["Cleric (Light Domain)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fireball","title":"Fireball","source":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","level":3,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Cleric (Light Domain)","Druid (Circle of the Land) (Arid)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a ball of bat guano and sulfur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scrying","title":"Scrying","source":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Concentration, up to 10 minute","description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Paladin (Oath of Vengeance)","School: Divination","Bard","Cleric","Druid","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":7,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"26d20+234","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Gargantuan","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (chromatic)","cr":24,"vulnerabilities":[],"resistances":[],"immunities":["Fire"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.441","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"ancient_silver_dragon_monster","sourceCharacterId":null,"name":"Ancient Silver Dragon","species":{"id":"dragon_(metallic)","name":"dragon (metallic)","description":"","size":"Gargantuan","speed":"40 ft., fly 80 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"42f8fd31-9e3b-4bf4-912c-dd0555e689d6","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":30,"Dexterity":10,"Constitution":29,"Intelligence":18,"Wisdom":15,"Charisma":26},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Silver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.\n\tSilver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.\n\tSilver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.\n\nAncient Silver Dragon:\nAncient silver dragons pursue world-wide change. They defend their communities and allies, encouraging them to perform deeds worthy of legend. Some set their sights on other worlds and planes of existence, creating extraplanar alliances or combating multiplanar threats. They might have guises in multiple societies and forge generation-spanning friendships with heroic families or valorous groups.\n\nSource:\tMonster Manual (2024) p. 280\n\nEnvironment: mountain, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 280","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful good","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":468,"currentHP":468,"temporaryHP":0,"armorClass":22,"speed":"40 ft., fly 80 ft.","initiative":14,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+7","proficiencyBonus":7,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"ancient_silver_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_silver_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage.","properties":"Action, Reach (15 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":17,"damages":{"Slashing":"2d8+10","Cold Damage":"2d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_silver_dragon_cold_breath_recharge_56","title":"Cold Breath (Recharge 5-6)","source":"","description":"Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Cold Breath":"15d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_silver_dragon_paralyzing_breath","title":"Paralyzing Breath","source":"","description":"Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_silver_dragon_spellcasting","title":"Spellcasting","source":"","description":"The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):\n\n\t\u2022 At will: Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only,  no Temporary Hit Points gained from the spell,  and no Concentration or Temporary Hit Points required to maintain the spell)\n\t\u2022 1/Day each: Control Weather, Ice Storm (level 7 version), Teleport, Zone of Truth","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_silver_dragon_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Ancient Silver Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Ancient Silver Dragon regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_silver_dragon_chill","title":"Chill","source":"","description":"The dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_silver_dragon_cold_gale","title":"Cold Gale","source":"","description":"Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Cold":"4d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_silver_dragon_pounce","title":"Pounce","source":"","description":"The dragon moves up to half its Speed, and it makes one Rend attack.","properties":"Legendary 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_silver_dragon_silver_dragon_lairs","title":"Silver Dragon Lairs","source":"","description":"Silver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\"\n\tThe region containing an adult or ancient silver dragon's lair is changed by its magic, creating the following effects:\n\nGentle Gusts: Winds buoy creatures that fall within 1 mile of the lair. Such creatures descend at a rate of 60 feet per round and take no damage from falling.\n\nSun and Storms: While in its lair, the dragon can cast Control Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"ancient_silver_dragon_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_silver_dragon_legendary_resistance_4day_or_5day_in_lair","name":"Legendary Resistance (4/Day, or 5/Day in Lair)","description":"If the dragon fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hold_monster","title":"Hold Monster","source":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","level":5,"school":"Enchantment","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 5.","prepared":false,"roll":{},"tags":["Cleric (War Domain)","Druid (Circle of the Sea)","Paladin (Oath of Vengeance)","School: Enchantment","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a straight piece of iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"ice_knife","title":"Ice Knife","source":"You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.","level":1,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.","atHigherLevels":"Using a Higher-Level Spell Slot: The Cold damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d6","2":"3d6","3":"4d6","4":"5d6","5":"6d6","6":"7d6","7":"8d6","8":"9d6","9":"10d6","base":"1d10"},"tags":["School: Conjuration","Druid","Sorcerer","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop of water or a piece of ice","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shapechange","title":"Shapechange","source":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jade circlet worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_weather","title":"Control Weather","source":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","level":8,"school":"Transmutation","castingTime":"10 minute","range":"5 Miles","duration":"Concentration, up to 8 hour","description":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","atHigherLevels":"","prepared":false,"roll":{"base":"1d4x10"},"tags":["School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"ice_storm","title":"Ice Storm","source":"Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.\n\tHailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.","level":4,"school":"Evocation","castingTime":"Action","range":"300 feet","duration":"Instantaneous","description":"Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.\n\tHailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The Bludgeoning damage increases by 1d10 for each spell slot level above 4.","prepared":false,"roll":{"4":"2d10","5":"3d10","6":"4d10","7":"5d10","8":"6d10","9":"7d10","base":"4d6"},"tags":["Druid (Circle of the Land) (Polar)","Druid (Circle of the Sea)","Paladin (Oath of the Ancients)","School: Evocation","Druid","Sorcerer","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mitten","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"teleport","title":"Teleport","source":"This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\tThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nTeleportation Outcome:\nFamiliarity | Mishap | Similar Area | Off Target | On Target\nPermanent circle | \u2014 | \u2014 | \u2014 | 01-00\nLinked object | \u2014 | \u2014 | \u2014 | 01-00\nVery familiar | 01-05 | 06-13 | 14-24 | 25-00\nSeen casually | 01-33 | 34-43 | 44-53 | 54-00\nViewed once or described | 01-43 | 44-53 | 54-73 | 74-00\nFalse destination | 01-50 | 51-00 | \u2014 | \u2014\n\nFamiliarity: Here are the meanings of the terms in the table's Familiarity column:\n\n\t\u2022 \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know.\n\n\t\u2022 \"Linked object\" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.\n\n\t\u2022 \"Very familiar\" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\n\t\u2022 \"Seen casually\" is a place you have seen more than once but with which you aren't very familiar.\n\n\t\u2022 \"Viewed once or described\" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.\n\n\t\u2022 \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area: You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target: You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target: You and your group (or the target object) appear where you intended.","level":7,"school":"Conjuration","castingTime":"Action","range":"10 feet","duration":"Instantaneous","description":"This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\tThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nTeleportation Outcome:\nFamiliarity | Mishap | Similar Area | Off Target | On Target\nPermanent circle | \u2014 | \u2014 | \u2014 | 01-00\nLinked object | \u2014 | \u2014 | \u2014 | 01-00\nVery familiar | 01-05 | 06-13 | 14-24 | 25-00\nSeen casually | 01-33 | 34-43 | 44-53 | 54-00\nViewed once or described | 01-43 | 44-53 | 54-73 | 74-00\nFalse destination | 01-50 | 51-00 | \u2014 | \u2014\n\nFamiliarity: Here are the meanings of the terms in the table's Familiarity column:\n\n\t\u2022 \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know.\n\n\t\u2022 \"Linked object\" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.\n\n\t\u2022 \"Very familiar\" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\n\t\u2022 \"Seen casually\" is a place you have seen more than once but with which you aren't very familiar.\n\n\t\u2022 \"Viewed once or described\" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.\n\n\t\u2022 \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area: You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target: You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target: You and your group (or the target object) appear where you intended.","atHigherLevels":"","prepared":false,"roll":{"base":"1d8"},"tags":["School: Conjuration","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"zone_of_truth","title":"Zone of Truth","source":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\tAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"10 minute","description":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\tAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","School: Enchantment","Bard","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":true,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":7,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"24d20+216","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Gargantuan","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon (metallic)","cr":23,"vulnerabilities":[],"resistances":[],"immunities":["Cold"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.444","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"ancient_white_dragon_monster","sourceCharacterId":null,"name":"Ancient White Dragon","species":{"id":"dragon_(chromatic)","name":"dragon (chromatic)","description":"","size":"Gargantuan","speed":"40 ft., fly 80 ft., burrow 40 ft., swim 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"dragon (chromatic)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"18d20+144","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Ancient White Dragon","description":"","type":"dragon (chromatic)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"8e3b6d50-d326-45db-9245-237d6d31ca32","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":26,"Dexterity":10,"Constitution":26,"Intelligence":10,"Wisdom":13,"Charisma":18},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Among the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.\n\tWhite dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory\u2014the details of which inflate as these dragons age.\n\nAncient White Dragon:\nLike arctic storms, ancient white dragons threaten icy realms. They emerge from their frozen lairs to indulge their hungers for food or treasure, menacing other creatures with lethal cold. While they might ignore animals or small groups of polar wanderers, these dragons are quick to challenge other dragons and creatures wielding powerful magic, hoping to add their foes' skulls and magic items to their own hoards.\n\nSource:\tMonster Manual (2024) p. 330\n\nEnvironment: arctic","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 330","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":333,"currentHP":333,"temporaryHP":0,"armorClass":20,"speed":"40 ft., fly 80 ft., burrow 40 ft., swim 40 ft.","initiative":12,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+6","proficiencyBonus":6,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"ancient_white_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_white_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage.","properties":"Action, Reach (15 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":14,"damages":{"Slashing":"2d8+8","Cold Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_white_dragon_cold_breath_recharge_56","title":"Cold Breath (Recharge 5-6)","source":"","description":"Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Cold Breath":"14d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_white_dragon_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Ancient White Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Ancient White Dragon regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_white_dragon_freezing_burst","title":"Freezing Burst","source":"","description":"Constitution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Cold":"4d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_white_dragon_frightful_presence","title":"Frightful Presence","source":"","description":"The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_white_dragon_pounce","title":"Pounce","source":"","description":"The dragon moves up to half its Speed, and it makes one Rend attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ancient_white_dragon_white_dragon_lairs","title":"White Dragon Lairs","source":"","description":"White dragons brood in bitterly cold lairs clawed from stone and ice.\n\tThe region containing an adult or ancient white dragon's lair is affected by its presence, creating the following effects:\n\nFrigid Cold: The area within 1 mile of the lair is an area of extreme cold. Any water in that area is frigid water. See the Dungeon Master' s Guide for rules on extreme cold and frigid water.\n\nGlacial Gloom: The area within 1 mile of the lair is Lightly Obscured by chilly fog. Whenever a creature other than the dragon or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 15 Constitution saving throw or have its Speed reduced by 10 feet for 1 hour.\n\nIf the dragon dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"ancient_white_dragon_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"ancient_white_dragon_ice_walk","name":"Ice Walk","description":"The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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They serve as the divine protectors of animals of their kind, and they appear as hybrids of humanoids and the animals they defend. They frequently change into giant, idealized versions of the animals they're associated with\u2014albeit with glowing eyes. When contending with people, they sometimes appear as humanlike beings with subtle, animal-like features. No matter their appearance, animal lords exhibit the instincts and predilections of the animals they represent, tempered by their intellect and experience.\n\tMost animal lords make their homes in the Beastlands, but they occasionally journey to the Feywild or other idyllic realms. They rarely travel to the Material Plane, making exceptions only when a world faces environmental disaster or droves of animals are otherwise in jeopardy.\nAmong the best-known animal lords are those that represent cats, hawks, lizards, and wolves, but animal lords exist for beasts of all types. Some animal lords even embody creatures that are rare or extinct on Material Plane worlds, like megafauna or dinosaurs. Using their divine might, animal lords can summon spectral animals, channel spiritual energy, and exhibit powers associated with one of three broad groups: foragers, hunters, or sages. These powers are tied to an animal lord's personality and traits associated with the creature it resembles. Roll on or choose results from the relevant Animal Lord Appearances table to inspire what creature an animal lord resembles.\n\nForager Animal Lord Appearances:\n1d10 | Bestial Shape\n1 | Bear\n2 | Bee\n3 | Bison\n4 | Capybara\n5 | Carp\n6 | Rabbit\n7 | Rooster\n8 | Sloth\n9 | Stag\n10 | Vulture\n\nHunter Animal Lord Appearances:\n1d10 | Bestial Shape\n1 | Alligator\n2 | Badger\n3 | Bat\n4 | Cat\n5 | Hawk\n6 | Mongoose\n7 | Praying mantis\n8 | Shark\n9 | Snake\n10 | Wolf\n\nSage Animal Lord Appearances:\n1d10 | Bestial Shape\n1 | Coyote\n2 | Crow\n3 | Elephant\n4 | Lizard\n5 | Mouse\n6 | Owl\n7 | Salmon\n8 | Spider\n9 | Turtle\n10 | Whale\n\nSource:\tMonster Manual (2024) p. 15\n\nEnvironment: planar (beastlands)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 15","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"truesight 120 ft.","maxHP":323,"currentHP":323,"temporaryHP":0,"armorClass":19,"speed":"60 ft., fly 60 ft.(hover), swim 60 ft.","initiative":19,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+6","proficiencyBonus":6,"languages":["all"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"animal_lord_multiattack","title":"Multiattack","source":"","description":"The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"animal_lord_rend","title":"Rend","source":"","description":"Melee Attack Roll: +13, reach 5 ft. Hit: 14 (2d6 + 7) Slashing damage plus 7 (2d6) Force damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":13,"damages":{"Slashing":"2d6+7","Force Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"animal_lord_radiant_ray","title":"Radiant Ray","source":"","description":"Ranged Attack Roll: +12, range 120 ft. Hit: 20 (4d6 + 6) Radiant damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":12,"damages":{"Radiant":"4d6+6"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"animal_lord_animal_spirit","title":"Animal Spirit","source":"","description":"The animal lord conjures an animal spirit that strikes at a creature and then disappears. Dexterity Saving Throw: DC 20, one creature the animal lord can see within 120 feet. Failure: 28 (4d10 + 6) Radiant damage. Success: Half damage. Failure or Success: One of the following effects occurs:\n\nFortify (Forager Only): The animal lord gains 20 Temporary Hit Points.\n\nMarked as Prey (Hunter Only): The animal lord has Advantage on attack rolls against the target until the start of the animal lord's next turn.\n\nPesky Swarm (Sage Only): The target has Disadvantage on attack rolls and ability checks until the end of its next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Radiant 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"animal_lord_shapeshift_bonus_action","title":"Shape-Shift (Bonus Action)","source":"","description":"The animal lord shape-shifts into a Huge or smaller version of the animal it represents or a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"animal_lord_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Animal Lord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Animal Lord regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"animal_lord_feral_strike","title":"Feral Strike","source":"","description":"The animal lord moves up to its Speed without provoking Opportunity Attacks, and it makes one Rend attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"animal_lord_radiant_strike","title":"Radiant Strike","source":"","description":"The animal lord makes one Radiant Ray attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"animal_lord_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"animal_lord_animal_lordship","name":"Animal Lordship","description":"An animal lord represents a Forager, Hunter, or Sage (DM's choice), which determines certain traits in this stat block.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"animal_lord_legendary_resistance_4day","name":"Legendary Resistance (4/Day)","description":"If the animal lord fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"animal_lord_lordly_presence","name":"Lordly Presence","description":"Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers one of the following effects:\n\nCaptivated (Forager Only): The target has the Charmed condition until the end of its next turn. While Charmed, the target has the Incapacitated condition.\n\nFearful (Hunter Only): The target has the Frightened condition until the end of its next turn.\n\nMired (Sage Only): The target takes 10 (3d6) Psychic damage, and the target is magically bewildered until the end of its next turn. While bewildered, the target subtracts 1d4 from its saving throws.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"animal_lord_magic_resistance","name":"Magic Resistance","description":"The animal lord has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"animal_friendship","title":"Animal Friendship","source":"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional Beast for each spell slot level above 1.","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a morsel of food","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"animal_messenger","title":"Animal Messenger","source":"A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \"a person dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\n\tWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.","level":2,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \"a person dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\n\tWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell's duration increases by 48 hours for each spell slot level above 2.","prepared":false,"roll":{},"tags":["School: Enchantment","Ritual Caster","Bard","Druid","Ranger"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a morsel of food","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_animals","title":"Speak with Animals","source":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","level":1,"school":"Divination","castingTime":"Action","range":"Self","duration":"10 minute","description":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of the Ancients)","School: Divination","Ritual Caster","Bard","Druid","Ranger","Warlock"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"awaken","title":"Awaken","source":"You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the XMM.\n\tThe awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.","level":5,"school":"Transmutation","castingTime":"8 hour","range":"Touch","duration":"Instantaneous","description":"You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the XMM.\n\tThe awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Bard","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an agate worth 1,000+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"greater_restoration","title":"Greater Restoration","source":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","level":5,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"diamond dust worth 100+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"animal_shapes","title":"Animal Shapes","source":"Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.\n\tA target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.\n\tThe target gains a number of Temporary Hit Points equal to the Beast form's Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action.","level":8,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 24 hour","description":"Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.\n\tA target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.\n\tThe target gains a number of Temporary Hit Points equal to the Beast form's Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sunburst","title":"Sunburst","source":"Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. 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If left unattended, they might defend an area for ages or repeat a task until they wear out.\n\tRoll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.\n\nAnimated Object Catalysts:\n1d10 | The Object Was Animated By...\n1 |  A Celestial or Fiend using the object to protect or torment a mortal.\n2 | A combination of magic and technology, such as alchemy or alien science.\n3 | The essence of someone transformed by a supernatural trickster.\n4 | Fey as part of their games or wiles.\n5 | Happenstance, with the item gaining a semblance of life after a hundred years of use.\n6 | A magic-user in need of a guardian or servant.\n7 | The song of a magical instrument.\n8 | A spirit possessing the object.\n9 | Wild magic, a spell that went awry, or a chaotic Artifact.\n10 | The will of a powerful psychic being.\n\nAnimated brooms keep their surroundings tidy and defend them when necessary. 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Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.\n\tRoll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.\n\nAnimated Object Catalysts:\n1d10 | The Object Was Animated By...\n1 |  A Celestial or Fiend using the object to protect or torment a mortal.\n2 | A combination of magic and technology, such as alchemy or alien science.\n3 | The essence of someone transformed by a supernatural trickster.\n4 | Fey as part of their games or wiles.\n5 | Happenstance, with the item gaining a semblance of life after a hundred years of use.\n6 | A magic-user in need of a guardian or servant.\n7 | The song of a magical instrument.\n8 | A spirit possessing the object.\n9 | Wild magic, a spell that went awry, or a chaotic Artifact.\n10 | The will of a powerful psychic being.\n\nAnimated flying swords move as if wielded by unseen warriors. Whether an animated blade is newly forged or a constellation of broken fragments, the object behaves the same. Other weapons from the Pla y er' s Handbook can also be animated and use game statistics similar to those here.\n\nSource:\tMonster Manual (2024) p. 17\n\nEnvironment: urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 17","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"blindsight 60 ft.","maxHP":14,"currentHP":14,"temporaryHP":0,"armorClass":17,"speed":"5 ft., fly 50 ft.(hover)","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"animated_flying_sword_slash","title":"Slash","source":"","description":"Melee Attack Roll: +4, reach 5 ft. 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Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.\n\tRoll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.\n\nAnimated Object Catalysts:\n1d10 | The Object Was Animated By...\n1 |  A Celestial or Fiend using the object to protect or torment a mortal.\n2 | A combination of magic and technology, such as alchemy or alien science.\n3 | The essence of someone transformed by a supernatural trickster.\n4 | Fey as part of their games or wiles.\n5 | Happenstance, with the item gaining a semblance of life after a hundred years of use.\n6 | A magic-user in need of a guardian or servant.\n7 | The song of a magical instrument.\n8 | A spirit possessing the object.\n9 | Wild magic, a spell that went awry, or a chaotic Artifact.\n10 | The will of a powerful psychic being.\n\nAnimated rugs of smothering might attack any creature that steps on them, or they might be passed off as superficially similar magic items, such as Carpets of Flying , and attack those who speak a supposed command word. Deadly tapestries, furs, and similar items also use this stat block.\n\nSource:\tMonster Manual (2024) p. 17\n\nEnvironment: urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 17","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"blindsight 60 ft.","maxHP":27,"currentHP":27,"temporaryHP":0,"armorClass":12,"speed":"10 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"animated_rug_of_smothering_smother","title":"Smother","source":"","description":"Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + 3) Bludgeoning damage at the start of each of its turns. The rug can smother only one creature at a time.\n\tWhile grappling the target, the rug can't take this action, the rug halves the damage it takes (round down), and the target takes the same amount of 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From these tunnels, they burst forth to dissolve and devour smaller creatures using their acid-dripping mandibles and sprays of digestive enzymes.\n\tAnkhegs are the bane of farmers whose grazing livestock are easy prey for these monsters. Many ankhegs hunt alone, but those in places with ample food might collect in nests of several dozen and threaten whole towns. Ankheg nests can be challenging to wipe out unless the monsters' tunnels are cleared out and their eggs destroyed.\n\tAnkheg tunnels are roughly cylindrical and are often littered with the remains of ankhegs' meals and subterranean treasures. 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"arcanaloth_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"arcanaloth_fiendish_restoration","name":"Fiendish Restoration","description":"If the arcanaloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly and revives with all its Hit Points in Gehenna.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"arcanaloth_magic_resistance","name":"Magic Resistance","description":"The arcanaloth has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"arcanaloth_soul_tome","name":"Soul Tome","description":"The arcanaloth has a magic tome. While holding or carrying the tome, the arcanaloth can use its Banishing Claw action.\n\tThe tome has AC 17; HP 35; and Immunity to Necrotic, Poison, and Psychic damage. The tome regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit Points or when the arcanaloth dies. If the tome is destroyed, the arcanaloth can create a new one when it finishes a Short or Long Rest.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"feats":[],"spells":[{"id":"alter_self","title":"Alter Self","source":"You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation: You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance: You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons: You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.","level":2,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation: You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance: You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons: You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.","atHigherLevels":"","prepared":false,"roll":{"base":"1d6"},"tags":["Sorcerer (Draconic Sorcery)","School: Transmutation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"identify","title":"Identify","source":"You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\tIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.","level":1,"school":"Divination","castingTime":"1 minute","range":"Touch","duration":"Instantaneous","description":"You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\tIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Touch Spells","Bard","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pearl worth 100+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"prestidigitation","title":"Prestidigitation","source":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","level":0,"school":"Transmutation","castingTime":"Action","range":"10 feet","duration":"1 hour","description":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"contact_other_plane","title":"Contact Other Plane","source":"You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\n\tOn a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.","level":5,"school":"Divination","castingTime":"1 minute","range":"Self","duration":"1 minute","description":"You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.\n\tOn a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.","atHigherLevels":"","prepared":false,"roll":{"base":"6d6"},"tags":["School: Divination","Ritual Caster","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dimension_door","title":"Dimension Door","source":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","level":4,"school":"Conjuration","castingTime":"Action","range":"500 feet","duration":"Instantaneous","description":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","atHigherLevels":"","prepared":false,"roll":{"base":"4d6"},"tags":["Cleric (Trickery Domain)","Paladin (Oath of Vengeance)","Ranger (Fey Wanderer)","School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mind_blank","title":"Mind Blank","source":"Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.","level":8,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"24 hour","description":"Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":true,"Athletics":false,"Deception":true,"History":false,"Insight":true,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":true,"Constitution":true,"Dexterity":true,"Intelligence":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Dexterity":false,"Intelligence":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Dexterity":false,"Intelligence":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":-1,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"27d8+54","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"fiend (yugoloth)","cr":12,"vulnerabilities":[],"resistances":["Cold","Fire","Lightning"],"immunities":["Acid","Poison"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.464","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"arch-hag_monster","sourceCharacterId":null,"name":"Arch-hag","species":{"id":"fey","name":"fey","description":"","size":"Large","speed":"40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"fey","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"29d10+174","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Arch-hag","description":"","type":"fey","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"c16473ae-2fea-4a0c-99c1-f97be3d4a7ac","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":24,"Dexterity":15,"Constitution":23,"Intelligence":19,"Wisdom":19,"Charisma":25},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Immortal and unpredictable, arch-hags hoard secrets and strike magical bargains, altering fate to indulge their fickle whims. These timeless schemers pursue the secrets of the multiverse and work strange magic in pursuit of their inscrutable goals.\n\tArch-hags are unpredictable, self-interested, and greedy, with bizarre fascinations and affectations. Nevertheless, they often make deals to further their plots. These hags are fonts of secret knowledge, particularly lore regarding forbidden magic and multiversal secrets. They might share their knowledge, but their secrets always have a price. In trade for their secrets, arch-hags might request peculiar errands, valuable magic items, or preternatural currency, like one's memories, a year of one's life, or the ability to cry.\n\tMost arch-hags avoid battle, but if forced to fight, they unleash dangerous magic, such as spectral claws, arcing lightning, and mind-bending spells. An arch-hag can curse other magic-users, confounding the spellcasters' incantations and forcing the spellcasters to say the opposite of what they mean. Even if an arch-hag is brought low, its preparations allow it to magically slip away and begin plotting its revenge.\n\tEvery arch-hag has a unique weakness tied to a fateful encounter the hag had in the past or something that embodies the antithesis of the hag's magic. A hag goes out of its way to keep this vulnerability secret. Although an arch-hag isn't physically harmed by its weakness, it can be destroyed only while its weakness is nearby. Roll on or choose a result from the Arch-hag Anathemas table to inspire an arch-hag's weakness.\n\nArch-hag Anathemas:\n1d10 | The Arch-hag's Weakness Is...\n1 | The bones of the arch-hag's first love.\n2 | A devil's tear.\n3 | An egg with a miniature castle inside.\n4 | A flower that blooms only when time stops.\n5 | A gift from the hag's twin.\n6 | The multiverse's worst pun.\n7 | One of the hag's missing teeth.\n8 | Snow from the top of Mount Celestia.\n9 | A star pulled from the sky.\n10 | A thread from the Lady of Pain's robes.\n\nSource:\tMonster Manual (2024) p. 21\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 21","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"truesight 60 ft.","maxHP":333,"currentHP":333,"temporaryHP":0,"armorClass":20,"speed":"40 ft.","initiative":16,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+7","proficiencyBonus":7,"languages":["all"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"archhag_multiattack","title":"Multiattack","source":"","description":"The hag makes two Spectral Claw attacks and uses Crackling Wave.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archhag_spectral_claw","title":"Spectral Claw","source":"","description":"Melee or Ranged Attack Roll: +14, reach 10 ft. or range 60 ft. Hit: 17 (3d6 + 7) Force damage. If the target is a Large or smaller creature, it has the Prone condition.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":14,"damages":{"Force":"3d6+7"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archhag_crackling_wave","title":"Crackling Wave","source":"","description":"Dexterity Saving Throw: DC 22, each creature in a 60-foot Cone. Failure: 32 (5d12) Lightning damage. Success: Half damage. Failure or Success: The target is cursed until the end of the hag's next turn. The target can't take Reactions until the curse ends.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Lightning":"5d12"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archhag_spellcasting","title":"Spellcasting","source":"","description":"The hag casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):\n\n\t\u2022 At will: Detect Thoughts, Dimension Door, Dispel Magic, Hypnotic Pattern\n\t\u2022 2/Day each: Mass Suggestion, Modify Memory, Plane Shift","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archhag_witch_strike_bonus_action","title":"Witch Strike (Bonus Action)","source":"","description":"Each creature cursed by the hag and within 60 feet of it takes 14 (4d6) Lightning damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Witch 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If the target fails its saving throw, it is cursed until the end of its next turn. Until the curse ends, the target can't cast spells with a Verbal component, and when it speaks, it says the opposite of what it means.","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archhag_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Arch-hag can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Arch-hag regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archhag_hags_swipe","title":"Hag's Swipe","source":"","description":"The hag makes one Spectral Claw attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archhag_malicious_magic","title":"Malicious Magic","source":"","description":"The hag uses Spellcasting to cast Dimension Door or Hypnotic Pattern. The hag can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archhag_archhag_lairs","title":"Arch-hag Lairs","source":"","description":"Each arch-hag creates a magical home, such as a hidden demiplane, a mansion atop a storm cloud, or\u2014in the case of the arch-hag Baba Yaga\u2014a hut atop giant chicken legs. The interiors of these lairs frequently change or exhibit bewildering features.\n\tThe region containing an arch-hag's lair is altered by its presence, creating the following effects:\n\nLapsus Linguae: Creatures (excluding the hag and its allies) within 1 mile of the lair subtract 1d10 from any ability checks they make when they take the Influence action.\n\nMeddlesome Magic: Whenever a creature other than the hag or its allies finishes a Long Rest while within 1 mile of the lair, the next time that creature casts a spell using a spell slot, it also casts Confusion centered on itself. The spell uses the creature's spellcasting ability and doesn't require Concentration.\n\nIf the arch-hag is destroyed or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"archhag_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"archhag_legendary_resistance_4day_or__5day_in_lair","name":"Legendary Resistance (4/Day, or  5/Day in Lair)","description":"If the hag fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"archhag_magic_resistance","name":"Magic Resistance","description":"The hag has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"archhag_spiteful_escape","name":"Spiteful Escape","description":"When the hag drops to 0 Hit Points, it dies only if it is within 30 feet of its anathema (a thing the DM chooses as the hag's most hated thing). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it can't return to the plane it left for 2d6 days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage on ability checks and saving throws, and the hag knows its location anywhere in the multiverse.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"archhag_coven_magic","name":"Coven Magic","description":"While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dimension_door","title":"Dimension Door","source":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","level":4,"school":"Conjuration","castingTime":"Action","range":"500 feet","duration":"Instantaneous","description":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","atHigherLevels":"","prepared":false,"roll":{"base":"4d6"},"tags":["Cleric (Trickery Domain)","Paladin (Oath of Vengeance)","Ranger (Fey Wanderer)","School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_magic","title":"Dispel Magic","source":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","level":3,"school":"Abjuration","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hypnotic_pattern","title":"Hypnotic Pattern","source":"You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\n\tThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\n\tThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of confetti","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mass_suggestion","title":"Mass Suggestion","source":"You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \"Walk to the village down that road, and help the villagers there harvest crops until sunset.\" Or you could say, \"Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.\"\n\tEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.","level":6,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"24 hour","description":"You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \"Walk to the village down that road, and help the villagers there harvest crops until sunset.\" Or you could say, \"Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.\"\n\tEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.","atHigherLevels":"Using a Higher-Level Spell Slot: The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a snake's tongue","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"modify_memory","title":"Modify Memory","source":"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\tWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\tYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\tA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\tA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.","level":5,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\tWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\tYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\tA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\tA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.","atHigherLevels":"Using a Higher-Level Spell Slot: You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Warlock (Great Old One Patron)","School: Enchantment","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. 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They study mystical secrets and possess insight into monsters, legends, omens, and other lore. Mages often gather allies or hire assistants to aid them in their research or to attain magical might.\n\tRoll on or choose a result from the Mage Roles table to inspire different sorts of mages.\n\nMage Roles:\n1d10 | The Mage Is...\n1 | An astronomer who draws magic from stars.\n2 | An author who writes about the occult.\n3 | A magical engineer who creates wonders.\n4 | An oracle who interprets omens.\n5 | A prodigy with a remarkable magical heritage.\n6 | A psion whose powers manifest as spells.\n7 | A scholar investigating ancient lore.\n8 | A soothsayer who advises rulers.\n9 | A war mage who aids soldiers in battle.\n10 | A witch who shares secret wisdom.\n\nArchmage:\nArchmages have mastered incredible magical power. While some use their magic to protect the world, others become tyrants or pursue forbidden secrets. Many archmages retain magical servants and collect magic items and occult lore.\n\nSource:\tMonster Manual (2024) p. 199\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 199","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":170,"currentHP":170,"temporaryHP":0,"armorClass":17,"speed":"30 ft.","initiative":6,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Common plus five other languages"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"archmage_multiattack","title":"Multiattack","source":"","description":"The archmage makes four Arcane Burst attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archmage_arcane_burst","title":"Arcane Burst","source":"","description":"Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Force":"4d10+5"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archmage_spellcasting","title":"Spellcasting","source":"","description":"The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):\n\n\t\u2022 At will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation\n\t\u2022 2/Day each: Fly, Lightning Bolt (level 7 version)\n\t\u2022 1/Day each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archmage_misty_step_3day_bonus_action","title":"Misty Step (3/Day) (Bonus Action)","source":"","description":"The mage casts Misty Step, using the same spellcasting ability as Spellcasting.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"per day","rechargeAmount":"3/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archmage_protective_magic_3day","title":"Protective Magic (3/Day)","source":"","description":"The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"per day","rechargeAmount":"3/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"archmage_gear","name":"Gear","description":"Wand","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"archmage_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.\nIndividual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"archmage_size","name":"Size","description":"Small, Medium","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"archmage_magic_resistance","name":"Magic Resistance","description":"The archmage has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"cone_of_cold","title":"Cone of Cold","source":"You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.","level":5,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 5.","prepared":false,"roll":{"5":"8d8","6":"9d8","7":"10d8","8":"11d8","9":"12d8"},"tags":["Druid (Circle of the Land) (Polar)","School: Evocation","Druid","Sorcerer","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a small crystal or glass cone","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"disguise_self","title":"Disguise Self","source":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","level":1,"school":"Illusion","castingTime":"Action","range":"Self","duration":"1 hour","description":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Ranger (Gloom Stalker)","School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fly","title":"Fly","source":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 10 minute","description":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"light","title":"Light","source":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","level":0,"school":"Evocation","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Celestial Patron)","School: Evocation","Touch Spells","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a firefly or phosphorescent moss","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"lightning_bolt","title":"Lightning Bolt","source":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","level":3,"school":"Evocation","castingTime":"Action","range":"100 feet","duration":"Instantaneous","description":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Druid (Circle of the Land) (Temperate)","Druid (Circle of the Sea)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fur and a crystal rod","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_armor","title":"Mage Armor","source":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"8 hour","description":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of cured leather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mind_blank","title":"Mind Blank","source":"Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.","level":8,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"24 hour","description":"Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell\u2014not even Wish\u2014can gather information about the target, observe it remotely, or control its mind.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"misty_step","title":"Misty Step","source":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","level":2,"school":"Conjuration","castingTime":"Bonus Action","range":"Self","duration":"Instantaneous","description":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Temperate)","Paladin (Oath of the Ancients)","Paladin (Oath of Vengeance)","Ranger (Fey Wanderer)","Warlock (Archfey Patron)","School: Conjuration","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"prestidigitation","title":"Prestidigitation","source":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","level":0,"school":"Transmutation","castingTime":"Action","range":"10 feet","duration":"1 hour","description":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scrying","title":"Scrying","source":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Concentration, up to 10 minute","description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Paladin (Oath of Vengeance)","School: Divination","Bard","Cleric","Druid","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"teleport","title":"Teleport","source":"This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\tThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nTeleportation Outcome:\nFamiliarity | Mishap | Similar Area | Off Target | On Target\nPermanent circle | \u2014 | \u2014 | \u2014 | 01-00\nLinked object | \u2014 | \u2014 | \u2014 | 01-00\nVery familiar | 01-05 | 06-13 | 14-24 | 25-00\nSeen casually | 01-33 | 34-43 | 44-53 | 54-00\nViewed once or described | 01-43 | 44-53 | 54-73 | 74-00\nFalse destination | 01-50 | 51-00 | \u2014 | \u2014\n\nFamiliarity: Here are the meanings of the terms in the table's Familiarity column:\n\n\t\u2022 \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know.\n\n\t\u2022 \"Linked object\" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.\n\n\t\u2022 \"Very familiar\" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\n\t\u2022 \"Seen casually\" is a place you have seen more than once but with which you aren't very familiar.\n\n\t\u2022 \"Viewed once or described\" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.\n\n\t\u2022 \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area: You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target: You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target: You and your group (or the target object) appear where you intended.","level":7,"school":"Conjuration","castingTime":"Action","range":"10 feet","duration":"Instantaneous","description":"This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.\n\tThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\nTeleportation Outcome:\nFamiliarity | Mishap | Similar Area | Off Target | On Target\nPermanent circle | \u2014 | \u2014 | \u2014 | 01-00\nLinked object | \u2014 | \u2014 | \u2014 | 01-00\nVery familiar | 01-05 | 06-13 | 14-24 | 25-00\nSeen casually | 01-33 | 34-43 | 44-53 | 54-00\nViewed once or described | 01-43 | 44-53 | 54-73 | 74-00\nFalse destination | 01-50 | 51-00 | \u2014 | \u2014\n\nFamiliarity: Here are the meanings of the terms in the table's Familiarity column:\n\n\t\u2022 \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know.\n\n\t\u2022 \"Linked object\" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.\n\n\t\u2022 \"Very familiar\" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n\n\t\u2022 \"Seen casually\" is a place you have seen more than once but with which you aren't very familiar.\n\n\t\u2022 \"Viewed once or described\" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.\n\n\t\u2022 \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\nMishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\nSimilar Area: You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\nOff Target: You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\nOn Target: You and your group (or the target object) appear where you intended.","atHigherLevels":"","prepared":false,"roll":{"base":"1d8"},"tags":["School: Conjuration","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":true,"Athletics":false,"Deception":false,"History":true,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":true,"Intelligence":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Intelligence":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Intelligence":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":4,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"31d8+31","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Small","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"humanoid","cr":12,"vulnerabilities":[],"resistances":[],"immunities":["Psychic"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.472","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"archpriest_monster","sourceCharacterId":null,"name":"Archpriest","species":{"id":"humanoid","name":"humanoid","description":"","size":"Small","speed":"30 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"humanoid","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"32d8+96","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Archpriest","description":"","type":"humanoid","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"d77e77f2-f9a1-485a-8c51-c067210c6b6a","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":16,"Dexterity":12,"Constitution":17,"Intelligence":14,"Wisdom":21,"Charisma":14},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Priests harness the power of faith to work miracles. These religious adherents are as diverse as the faiths they follow. Some obey gods and their servants, while others live by age-old creeds. Belief guides priests' actions and their magic, which they use to shape the world in line with their ideologies.\n\tRoll on or choose a result from the Priest Roles table to inspire different sorts of priests.\n\nPriest Roles:\n1d10 | The Priest Is...\n1 | An ascetic who keeps wicked spirits at bay.\n2 | An elder who speaks for the dead.\n3 | An exorcist who hunts wicked spirits.\n4 | A follower of a god no one has heard of.\n5 | A mediator and teacher of traditional ways.\n6 | A philosopher devoted to a concept, multiversal view, or plane of existence.\n7 | The reincarnation of an ancient faith leader.\n8 | A ritualist who uses tinctures and performances to access the divine.\n9 | A shaman whose medicines ease many ills.\n10 | A zealot who wages war for a divine cause.\n\nArchpriest:\nBy forging connections with divine beings and mastering mystical truths, archpriests become conduits for godly intentions and other supernatural forces. Their magic allows them to work wonders, whether to share the benevolence of their faiths or to vent divine wrath. Some archpriests attract vast followings as they claim to speak for divine forces, while others undertake personal spiritual journeys and seek to transcend mortal concerns.\n\nSource:\tMonster Manual (2024) p. 248\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 248","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":240,"currentHP":240,"temporaryHP":0,"armorClass":16,"speed":"30 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Common plus two other languages"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"archpriest_multiattack","title":"Multiattack","source":"","description":"The archpriest makes three Radiant Burst attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archpriest_radiant_burst","title":"Radiant Burst","source":"","description":"Melee or Ranged Attack Roll: +9, reach 5 ft. or range 60 ft. Hit: 27 (4d10 + 5) Radiant damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Radiant":"4d10+5"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"archpriest_holy_word_recharge_46","title":"Holy Word (Recharge 4-6)","source":"","description":"Wisdom Saving Throw: DC 17, each enemy in a 20-foot Emanation originating from the archpriest. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Most assassins kill for a reason, perhaps hiring themselves out to wealthy patrons or slaying for an unscrupulous cause. They use poisons and other deadly tools, and they might carry equipment to help them break into secure areas or avoid capture.\n\tMany assassins adhere to a professional code or exhibit some signature quirk. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.\nIndividual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"azer_pyromancer_fire_aura","name":"Fire Aura","description":"At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot Emanation originating from the azer takes 11 (2d10) Fire damage unless the azer has the Incapacitated condition.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"azer_pyromancer_illumination","name":"Illumination","description":"The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"elementalism","title":"Elementalism","source":"You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. 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Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Sorcerer","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. 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As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fireball","title":"Fireball","source":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","level":3,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Cleric (Light Domain)","Druid (Circle of the Land) (Arid)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a ball of bat guano and 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weapons.\n\nSource:\tMonster Manual (2024) p. 25\n\nEnvironment: mountain, planar (elemental plane of fire)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 25","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful neutral","senses":"","maxHP":39,"currentHP":39,"temporaryHP":0,"armorClass":17,"speed":"30 ft.","initiative":1,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Primordial (Ignan)"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"azer_sentinel_burning_hammer","title":"Burning Hammer","source":"","description":"Melee Attack Roll: +5, reach 5 ft. 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the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","level":1,"school":"Illusion","castingTime":"Action","range":"Self","duration":"1 hour","description":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Ranger (Gloom Stalker)","School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hold_person","title":"Hold Person","source":"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional Humanoid for each spell slot level above 2.","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Polar)","Paladin (Oath of Vengeance)","School: Enchantment","Bard","Cleric","Druid","Sorcerer","Warlock","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a straight piece of iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_armor","title":"Mage Armor","source":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"8 hour","description":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of cured leather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"major_image","title":"Major Image","source":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":true,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Dexterity":true,"Intelligence":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Dexterity":false,"Intelligence":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Dexterity":false,"Intelligence":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":3,"Survival":0},"hitDice":"20d8+40","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Small","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"humanoid","cr":7,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.498","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"banshee_monster","sourceCharacterId":null,"name":"Banshee","species":{"id":"undead","name":"undead","description":"","size":"Medium","speed":"5 ft., fly 40 ft.(hover)","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"undead","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"12d8","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Banshee","description":"","type":"undead","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"d543d089-f1d0-4ec9-a689-a8972a8908af","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":1,"Dexterity":14,"Constitution":10,"Intelligence":12,"Wisdom":11,"Charisma":17},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Heralds of doom and plagues on the living, banshees are spirits obsessed by unresolved bitterness or sorrow. These storied phantoms slay any who glimpse them or hear their baleful wails. Although any tormented soul can arise as a banshee, some elven communities particularly fear them and believe that those who hoard or destroy beauty\u2014natural or otherwise\u2014risk returning as a banshee.\n\tAll manner of torments might give rise to a banshee. Roll on or choose a result from the Banshee Sorrows table to inspire how a banshee's torment influences its behavior.\n\nBanshee Sorrows:\n1d6 | Torment Compels the Banshee To...\n1 | Appear prior to a family member's death.\n2 | Haunt the site where it was executed.\n3 | Lament a lost love and haunt their grave.\n4 | Presage a disaster or tragedy.\n5 | Seek the return of a stolen treasure.\n6 | Slay those more beautiful than it was in life.\n\nSource:\tMonster Manual (2024) p. 29\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 29","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 60 ft.","maxHP":54,"currentHP":54,"temporaryHP":0,"armorClass":12,"speed":"5 ft., fly 40 ft.(hover)","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common","Elvish"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"banshee_multiattack","title":"Multiattack","source":"","description":"The banshee makes two Corrupting Touch attacks and uses Horrify.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"banshee_corrupting_touch","title":"Corrupting Touch","source":"","description":"Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Necrotic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Necrotic Damage":"1d8+3"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"banshee_horrify","title":"Horrify","source":"","description":"Wisdom Saving Throw: DC 13, one creature the banshee can see within 60 feet that can see the banshee. Failure: The target has the Frightened condition until the start of the banshee's next turn. 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Constitution Saving Throw: DC 13, each creature within 30 feet that can hear the wail and isn't a Construct or an Undead. Failure: If the target has 25 Hit Points or fewer, it drops to 0 Hit Points. 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You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","level":1,"school":"Illusion","castingTime":"Action","range":"Self","duration":"1 hour","description":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Ranger (Gloom Stalker)","School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. 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They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","level":1,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. 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On a successful save, the target takes half as much damage, and the spell ends.\n\tFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.","level":4,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\n\tFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. 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There is a 50 percent chance that any of these statues are missing limbs or broken into pieces.\n\nPetrified Basilisk Victims:\n1d8 | A Basilisk Used Its Gaze to Petrify...\n1 | An adventurer with an ornate key hanging around their neck.\n2 | Animals like bats, bears, deer, or goats.\n3 | A climber clinging to a stalactite.\n4 | Itself using a large mirror or shiny surface.\n5 | A mimic disguised as a chest full of treasure.\n6 | A monster such as an umber hulk or a troglodyte.\n7 | Someone caught in a comic pose or making a regrettable face.\n8 | A victim now being used as a nest for insects or other vermin.\n\nSource:\tMonster Manual (2024) p. 32\n\nEnvironment: mountain, underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 32","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"darkvision 60 ft.","maxHP":52,"currentHP":52,"temporaryHP":0,"armorClass":15,"speed":"20 ft.","initiative":-1,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"basilisk_bite","title":"Bite","source":"","description":"Melee Attack Roll: +5, reach 5 ft. 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If the basilisk sees its reflection within the Cone, the basilisk must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained 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Few creatures in the multiverse are as loathed and feared as these maniacal horrors.\n\tA beholder's distinctive, globular body is dominated by an oversize maw and a gigantic central eye. Ten stalks ending in smaller eyes crown its form. From each of these eleven eyes, a beholder can unleash a different magic power. The central eye can deactivate magic, while the smaller eyes emit rays that inflict various dooms\u2014such as petrifying creatures, disintegrating them, slaying them outright, or other effects.\n\tBeholders possess utterly alien minds. Most exhibit paranoid, narcissistic, and megalomaniacal tendencies, and they act on agendas beyond human reasoning. While some keep to themselves, others force weaker creatures into their service. Still others cultivate grand ambitions, creating networks of minions to manipulate groups, settlements, and whole nations in the Underdark and sometimes the surface world.\n\tFew creatures loathe beholders more than other beholders. Every beholder views itself as the physical and intellectual pinnacle of its species. To them, all other beholders are aberrant rivals to be dominated or destroyed. Conflicts between beholders can last for decades and lay waste to vast subterranean realms.\n\tBeholders are a particular threat to adventurers because both gravitate toward mysterious ruins and sites of great magic. Many beholders collect the magic items and petrified bodies of heroes they've defeated, displaying them as trophies.\n\nSource:\tMonster Manual (2024) p. 36\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 36","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"darkvision 120 ft.","maxHP":190,"currentHP":190,"temporaryHP":0,"armorClass":18,"speed":"5 ft., fly 40 ft.(hover)","initiative":12,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Deep Speech","Undercommon"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"beholder_multiattack","title":"Multiattack","source":"","description":"The beholder uses Eye Rays three times.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"beholder_bite","title":"Bite","source":"","description":"Melee Attack Roll: +8, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":8,"damages":{"Piercing":"3d6+3"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"beholder_eye_rays","title":"Eye Rays","source":"","description":"The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10; reroll if the beholder has already used that ray during this turn):\n\nEye Rays:\nd10 | Ray\n1 | Charm Ray: Wisdom Saving Throw: DC 16. Failure: 13 (3d8) Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only.\n2 | Paralyzing Ray: Constitution Saving Throw: DC 16. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\n3 | Fear Ray: Wisdom Saving Throw: DC 16. Failure: 14 (4d6) Psychic damage, and the target has the Frightened condition until the end of its next turn. Success: Half damage only.\n4 | Slowing Ray: Constitution Saving Throw: DC 16. Failure: 18 (4d8) Necrotic damage. Until the end of the target's next turn, the target's Speed is halved; the target can't take Reactions; and it can take either an action or a Bonus Action on its turn, not both. Success: Half damage only.\n5 | Enervation Ray: Constitution Saving Throw: DC 16. Failure: 13 (3d8) Poison damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can't regain Hit Points. Success: Half damage only.\n6 | Telekinetic Ray: Strength Saving Throw: DC 16 (the target succeeds automatically if it is Gargantuan). Failure: The beholder moves the target up to 30 feet in any direction. The target has the Restrained condition until the start of the beholder's next turn or until the beholder has the Incapacitated condition. The beholder can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container.\n7 | Sleep Ray: Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the Unconscious condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it.\n8 | Petrification Ray: Constitution Saving Throw: DC 16. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.\n9 | Disintegration Ray: Dexterity Saving Throw: DC 16. Failure: 36 (8d8) Force damage. If the target is a nonmagical object or a creation of magical force, a 10- foot Cube of it disintegrates into dust. Success: Half damage. Failure or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.\n10 | Death Ray: Dexterity Saving Throw: DC 16. Failure: 55 (10d10) Necrotic damage. Success: Half damage. Failure or Success: The target dies if the ray reduces it to 0 Hit Points.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"beholder_antimagic_cone_bonus_action","title":"Antimagic Cone (Bonus Action)","source":"","description":"The beholder's central eye emits an antimagic wave in a 150-foot Cone. Until the start of the beholder's next turn, that area acts as an Antimagic Field spell, and that area works against the beholder's own Eye Rays.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"beholder_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Beholder can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Beholder regains spent legendary actions at the start of its turn.","properties":"Legendary 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"beholder_chomp","title":"Chomp","source":"","description":"The beholder makes two Bite attacks.","properties":"Legendary 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"beholder_glare","title":"Glare","source":"","description":"The beholder uses Eye Rays.","properties":"Legendary 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Any creature (excluding the beholder and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13 Wisdom saving throw or gain no benefit from that rest.\n\nWarping Terrain: Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test and rolls a 1 has the Prone condition.\n\nIf the beholder dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d20"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"beholder_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Once a pudding detects organic matter, it oozes toward its prey, dissolving living matter and various objects. If a black pudding is split by lightning or slashing attacks, it divides into two smaller, independent puddings.\n\tVarious supernatural conditions might bring black puddings into being. Roll on or choose a result from the Black Pudding Sources table to inspire a pudding's origins.\n\nBlack Pudding Sources:\n1d6 | The Black Pudding Formed From...\n1 | An ancient black dragon's acidic saliva.\n2 | The blood or extreme emotions of a foul deity.\n3 | Cosmic entropy or ruinous planar forces.\n4 | A curse that transformed a forgotten tyrant.\n5 | Forbidden or industrialized magic.\n6 | Necrotic material animated by aimless spirits.\n\nSource:\tMonster Manual (2024) p. 42\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 42","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"blindsight 60 ft.","maxHP":68,"currentHP":68,"temporaryHP":0,"armorClass":7,"speed":"20 ft., climb 20 ft.","initiative":-2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"black_pudding_dissolving_pseudopod","title":"Dissolving Pseudopod","source":"","description":"Melee Attack Roll: +5, reach 10 ft. Hit: 17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Acid":"4d6+3"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"black_pudding_split","title":"Split","source":"","description":"Trigger: While the pudding is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The pudding splits into two new Black Puddings. Each new pudding is one size smaller than the original pudding and acts on its Initiative. The original pudding's Hit Points are divided evenly between the new puddings (round down).","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"black_pudding_amorphous","name":"Amorphous","description":"The pudding can move through a space as narrow as 1 inch without expending extra movement to do so.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"black_pudding_corrosive_form","name":"Corrosive Form","description":"A creature that hits the pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches -5. 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Also known as osyluths, these Fiends command weaker devils and other beings aligned with infernal legions. Bone devils ensure that the commands of hellish sovereigns are exacted e\ufb03ciently and that non-devils fulfill their commitments to the Nine Hells. They slay those who renege on infernal deals, sending treacherous mortal souls to face unspeakable punishments.\n\tWhen not serving their diabolical masters, bone devils tempt self-obsessed mortals with promises of other creatures' adulation and obedience. These devils prop up petty tyrants, helping them grow increasingly calloused and amoral.\n\tBone devils travel across the multiverse to fulfill diabolical orders. If left with no other choices, they might conscript mortals to aid them in their vicious goals. Roll on or choose a result from the Bone Devil Objectives table to inspire a bone devil's goals.\n\nBone Devil Objectives: \n1d4 | The Bone Devil Seeks To...\n1 | Capture a soul that escaped the Nine Hells.\n2 | Convey a message or make an example of someone in the name of an archdevil.\n3 | Find someone who broke a deal with a devil.\n4 | Slay someone or steal something as part of its pact with a wicked magic-user.\n\nSource:\tMonster Manual (2024) p. 52\n\nEnvironment: planar (nine hells)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 52","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"darkvision 120 ft. 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Bone nagas are skeletal terrors raised from the remains of magically slain nagas or nagas that were killed but that hadn't yet rejuvenated. They are granted unlife through rituals practiced by cultists, yuan-ti, and morbid spirit nagas. These Undead nagas possess magical abilities similar to those they had in life, along with an eerie gaze that can beguile other creatures.\n\tBone nagas typically obey those who resurrected them, serving their creators as tireless guards and sharing the lore they collected in life. Undeath disrupts the perfect memory bone nagas enjoyed while alive, leaving them with gaps in their memories or details scrambled into puzzle-like jumbles.\n\tIn rare cases, bone nagas continue to pursue the goals they had while alive instead of serving other creatures. Most free-willed bone nagas are evil beings raised from spirit naga remains, but in unusual instances, bone nagas created from guardian nagas continue good, albeit confused, existences.\n\nSource:\tMonster Manual (2024) p. 53\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 53","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 60 ft.","maxHP":65,"currentHP":65,"temporaryHP":0,"armorClass":15,"speed":"40 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common plus one other language"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"bone_naga_multiattack","title":"Multiattack","source":"","description":"The naga makes two Bite attacks. It can replace any attack with a use of Serpentine Gaze.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bone_naga_bite","title":"Bite","source":"","description":"Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Necrotic damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Piercing":"2d6+3","Necrotic Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bone_naga_serpentine_gaze","title":"Serpentine Gaze","source":"","description":"Wisdom Saving Throw: DC 13, one creature the naga can see within 60 feet. Failure: 13 (3d6 + 3) Psychic damage, and the target has the Charmed condition until the start of the naga's next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Psychic Damage":"3d6+3"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"bone_naga_spellcasting","title":"Spellcasting","source":"","description":"The naga casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 13):\n\n\t\u2022 At will: Mage Hand, Thaumaturgy\n\t\u2022 1/Day each: Command, Detect Thoughts, Lightning Bolt","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"bone_naga_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"command","title":"Command","source":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","level":1,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","atHigherLevels":"Using a Higher-Level Spell Slot: You can affect one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","Warlock (Fiend Patron)","School: Enchantment","Bard","Cleric","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"lightning_bolt","title":"Lightning Bolt","source":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","level":3,"school":"Evocation","castingTime":"Action","range":"100 feet","duration":"Instantaneous","description":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Druid (Circle of the Land) (Temperate)","Druid (Circle of the Sea)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fur and a crystal rod","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"10d10+10","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Large","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"undead","cr":4,"vulnerabilities":[],"resistances":[],"immunities":["Poison"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.540","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"brass_dragon_wyrmling_monster","sourceCharacterId":null,"name":"Brass 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"5febdf4e-daf0-4043-a406-326a428c2c78","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":15,"Dexterity":10,"Constitution":13,"Intelligence":10,"Wisdom":11,"Charisma":13},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Gregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.\n\tBrass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.\n\tBrass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story\u2014perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.\n\nBrass dragon wyrmlings are relentlessly curious. These dragons eagerly engage approachable creatures and are quick to explore any place that has an interesting story. Once they hear tales of adventure, many are keen to start their own quests.\n\nSource:\tMonster Manual (2024) p. 54\n\nEnvironment: desert","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 54","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic good","senses":"blindsight 10 ft., darkvision 60 ft.","maxHP":22,"currentHP":22,"temporaryHP":0,"armorClass":15,"speed":"30 ft., fly 60 ft., burrow 15 ft.","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"brass_dragon_wyrmling_rend","title":"Rend","source":"","description":"Melee Attack Roll: +4, reach 5 ft. 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Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"brass_dragon_wyrmling_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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In addition to goring foes with their deadly horns and trampling them under their iron hooves, gorgons exhale gouts of noxious gas.\n\tGorgons are created by magic-users to serve as guardians. The process for creating a gorgon is labor intensive and dangerous, with one method requiring the skeleton of a bull, the blood of a medusa, and the brain of a basilisk fused into a frame of ensorcelled iron. If the process fails, petrifying gas emerges from the materials, creating a magical threat that can fill a structure and linger for years.\n\tWhen magic-users create gorgons, they often enchant them to ignore those who confront the creature with a specific command key, usually a password or a specific signal. Once a gorgon is set to guard an area, it attacks any who enter until they flee or are destroyed. Should someone provide the command key, the monster ignores that intruder so long as the intruder remains in its sight. But if the intruder ventures out of sight and then returns without again presenting the command key, the gorgon attacks. Those in a gorgon's territory must remain vigilant and aware of the monster's exact position, or they risk being attacked by a gorgon they thought was no longer a threat.\n\tThose who create gorgons strive to give them purposefully obscure command keys. Hints at command keys might be found among the records of a gorgon's creator or in the area the gorgon protects\u2014perhaps scrawled as a petrified trespasser's final act. Roll on or choose a result from the Gorgon Command Keys table to inspire the word or signal that temporarily neutralizes a gorgon.\n\nGorgon Command Keys:\n1d6 | Gorgon Won't Attack Those That...\n1 | Cast a particular spell in the gorgon's presence.\n2 | Keep their back to the gorgon or otherwise act like they don't see the monster.\n3 | Offer it a drink of blood, water, or wine.\n4 | Recite a specific rhyme or sing a certain song.\n5 | Say its creator's name backward.\n6 | Wear a mask, perhaps in the shape of a bull or an animal meaningful to the gorgon's creator.\n\nFollowers of the exiled archdevil Moloch altered the process of creating gorgons to craft their own diabolical guardians called brazen gorgons. These gorgons are hollow, bull-like automatons whose metal bodies glow with intense heat. When they charge their foes, the ribs of their frames open like cages to ensnare enemies and roast them within. Brazen gorgons are often found in blasphemous sites dedicated to Moloch, other archdevils, or bloodthirsty gods.\n\nSource:\tMonster Manual (2024) p. 149\n\nEnvironment: forest, grassland, hill","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 149","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"darkvision 60 ft.","maxHP":161,"currentHP":161,"temporaryHP":0,"armorClass":19,"speed":"40 ft.","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"brazen_gorgon_multiattack","title":"Multiattack","source":"","description":"The gorgon makes two Gore attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"brazen_gorgon_gore","title":"Gore","source":"","description":"Melee Attack Roll: +8, reach 5 ft. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.\nIndividual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"bullywug_bog_sage_amphibious","name":"Amphibious","description":"The bullywug can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"bullywug_bog_sage_speak_with_frogs_and_toads","name":"Speak with Frogs and Toads","description":"The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"dancing_lights","title":"Dancing Lights","source":"You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\tAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.","level":0,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\tAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of phosphorus","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"druidcraft","title":"Druidcraft","source":"Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"ray_of_sickness","title":"Ray of Sickness","source":"You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.","level":1,"school":"Necromancy","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d8","2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["Druid (Circle of the Land) (Tropical)","School: Necromancy","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_plants","title":"Speak with Plants","source":"You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\n\tYou can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.\n\tThe spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\n\tIf a Plant creature is in the area, you can communicate with it as if you shared a common language.","level":3,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"10 minute","description":"You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\n\tYou can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.\n\tThe spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\n\tIf a Plant creature is in the area, you can communicate with it as if you shared a common language.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"vitriolic_sphere","title":"Vitriolic Sphere","source":"You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.","level":4,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.","atHigherLevels":"Using a Higher-Level Spell Slot: The initial damage increases by 2d4 for each spell slot level above 4.","prepared":false,"roll":{"4":"10d4","5":"12d4","6":"14d4","7":"16d4","8":"18d4","9":"20d4","base":"5d4"},"tags":["School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop bile","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":0,"Stealth":0,"Survival":0},"hitDice":"8d8+16","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"fey","cr":4,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.558","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"bullywug_warrior_monster","sourceCharacterId":null,"name":"Bullywug 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"f3c754c6-69cf-457e-9656-e138fe6fe5c6","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":12,"Dexterity":14,"Constitution":13,"Intelligence":7,"Wisdom":10,"Charisma":7},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Fey embodiments of swamplands, bullywugs protect the murky wilds and consider themselves cosmically favored for that role. These human-size, toador frog-like creatures have close relationships with the creatures of the swamp.\n\nBullywug warriors are adept at moving through swamps and ambushing trespassers. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.\nIndividual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"alter_self","title":"Alter Self","source":"You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation: You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance: You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons: You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.","level":2,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation: You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance: You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons: You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.","atHigherLevels":"","prepared":false,"roll":{"base":"1d6"},"tags":["Sorcerer (Draconic Sorcery)","School: Transmutation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"command","title":"Command","source":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","level":1,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","atHigherLevels":"Using a Higher-Level Spell Slot: You can affect one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","Warlock (Fiend Patron)","School: Enchantment","Bard","Cleric","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dominate_person","title":"Dominate Person","source":"One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\tYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"Attack that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\tYou can command the target to take a Reaction but must take your own Reaction to do so.","level":5,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\tYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"Attack that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\tYou can command the target to take a Reaction but must take your own Reaction to do so.","atHigherLevels":"Using a Higher-Level Spell Slot: Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Warlock (Archfey Patron)","School: Enchantment","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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Hit: 4 (1d4 + 2) Bludgeoning 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[],"feats":[],"spells":[],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Constitution":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Hit: 14 (3d6 + 4) Radiant damage, and the target has the Blinded condition until the start of the centaur's next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Radiant":"3d6+4"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"centaur_warden_spellcasting","title":"Spellcasting","source":"","description":"The centaur casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):\n\n\t\u2022 At will: Druidcraft, Speak with Animals","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"centaur_warden_entangling_trail_recharge_56_bonus_action","title":"Entangling Trail (Recharge 5-6) (Bonus Action)","source":"","description":"The centaur moves up to its Speed without provoking Opportunity Attacks. 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This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_animals","title":"Speak with Animals","source":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and 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Many serve powerful devils, wrenching secrets from imprisoned souls using deadly, animate chains. Left to their own devices, chain devils encourage ruthless individuals to pursue forbidden magic, leading their pupils down paths to the Nine Hells.\n\tAlong with psychological threats and physical harm, a chain devil uses its unnerving gaze to make its victims perceive their worst fear rather than the monster. Roll on or choose a result from the Chain Devil Masks table to inspire a chain devil's fearful appearance.\n\nChain Devil Masks:\n1d4 | To a Viewer, the Chain Devil Looks Like...\n1 | The corpse of a loved one.\n2 | A disapproving deity.\n3 | A harsh instructor or superior.\n4 | The viewer at their lowest point in life.\n\nSource:\tMonster Manual (2024) p. 68\n\nEnvironment: planar (nine hells)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 68","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"darkvision 120 ft. 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The materials used in creating clay golems originate from near the location the golems protect and often have special significance to their creators, such as clay from a holy site or bricks from a magical ruin. While some clay golems are masterfully sculpted to resemble living beings, others have only vaguely humanlike forms.\n\tThese golems obey their creators' orders and protect what their makers value most. Some still follow these orders long after their creators' deaths. Roll on or choose a result from the Clay Golem Orders table to inspire the commands a clay golem follows.\n\nClay Golem Orders:\n1d4 | The Clay Golem Follows Orders To...\n1 | Block the path of anyone who enters a site with a weapon drawn.\n2 | Defend any member of their creator's family or community who is threatened in its sight.\n3 | Prevent any Fiend from crossing a bridge.\n4 | Remove any who enter its creator's workshop.\n\nSource:\tMonster Manual (2024) p. 72\n\nEnvironment: urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 72","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"darkvision 60 ft.","maxHP":123,"currentHP":123,"temporaryHP":0,"armorClass":14,"speed":"20 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Common plus one other language"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"clay_golem_multiattack","title":"Multiattack","source":"","description":"The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"clay_golem_slam","title":"Slam","source":"","description":"Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12) Acid damage, and the target's Hit Point maximum decreases by an amount equal to the Acid damage taken.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Bludgeoning":"1d10+5","Acid Damage":"1d12"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"clay_golem_hasten_recharge_56_bonus_action","title":"Hasten (Recharge 5-6) (Bonus Action)","source":"","description":"The golem takes the Dash and Disengage actions.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"clay_golem_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"clay_golem_acid_absorption","name":"Acid Absorption","description":"Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"clay_golem_berserk","name":"Berserk","description":"Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. 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What cloakers call themselves is unknown, if they refer to themselves at all. Though they're undeniably intelligent, their behavior is often inscrutable.\n\tCloakers sometimes gather in Underdark enclaves, but they rarely build settlements or form social structures. Most operate as solitary predators, lurking in dismal subterranean reaches or abandoned dungeons\u2014sometimes for months at a time\u2014as they wait for prey to pass. They use their mottled hides to blend in with their surroundings. When unsuspecting prey nears, cloakers unfurl and attempt to latch on and then smother their victims in their powerful wings.\n\tCloakers delight in frightening foes. In addition to their methods of ambush, cloakers can create illusory duplicates of themselves and emit surreal moans that non-cloakers find terrifying in unexplainable, primal ways. Cloakers might antagonize explorers lost in the Underdark for days, terrorizing and scattering them before attacking. They rarely converse with other beings, except to whisper eerie riddles to those they're about to consume.\n\nSource:\tMonster Manual (2024) p. 73\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 73","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic neutral","senses":"darkvision 120 ft.","maxHP":91,"currentHP":91,"temporaryHP":0,"armorClass":14,"speed":"10 ft., fly 40 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Deep Speech","Undercommon"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"cloaker_multiattack","title":"Multiattack","source":"","description":"The cloaker makes one Attach attack and two Tail attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"cloaker_attach","title":"Attach","source":"","description":"Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage.\n\tThe cloaker can detach itself by spending 5 feet of movement. 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In either case, cloud giants often possess fabulous magical treasures, either claimed from across the world or created by (and gigantically sized for) themselves.\n\nSource:\tMonster Manual (2024) p. 74\n\nEnvironment: mountain","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 74","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":200,"currentHP":200,"temporaryHP":0,"armorClass":14,"speed":"40 ft., fly 20 ft.(hover)","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Common","Giant"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"cloud_giant_multiattack","title":"Multiattack","source":"","description":"The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. 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Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":12,"damages":{"Bludgeoning":"3d8+8","Thunder Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"cloud_giant_thundercloud","title":"Thundercloud","source":"","description":"Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":12,"damages":{"Thunder":"3d6+8"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"cloud_giant_spellcasting","title":"Spellcasting","source":"","description":"The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):\n\n\t\u2022 At will: Detect Magic, Fog Cloud, Light\n\t\u2022 1/Day each: Control Weather, Gaseous Form, Telekinesis","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"cloud_giant_misty_step_bonus_action","title":"Misty Step (Bonus Action)","source":"","description":"The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"cloud_giant_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fog_cloud","title":"Fog Cloud","source":"You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.","level":1,"school":"Conjuration","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 hour","description":"You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.","atHigherLevels":"Using a Higher-Level Spell Slot: The fog's radius increases by 20 feet for each spell slot level above 1.","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Polar)","Druid (Circle of the Sea)","School: Conjuration","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"light","title":"Light","source":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","level":0,"school":"Evocation","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Celestial Patron)","School: Evocation","Touch Spells","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a firefly or phosphorescent moss","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_weather","title":"Control Weather","source":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","level":8,"school":"Transmutation","castingTime":"10 minute","range":"5 Miles","duration":"Concentration, up to 8 hour","description":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","atHigherLevels":"","prepared":false,"roll":{"base":"1d4x10"},"tags":["School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"gaseous_form","title":"Gaseous Form","source":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of gauze","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"telekinesis","title":"Telekinesis","source":"You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\nCreature: You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\n\nObject: You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\n\tIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\n\tYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.","level":5,"school":"Transmutation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\nCreature: You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\n\nObject: You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\n\tIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\n\tYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"0d081114-e914-495e-949f-40aff877e04f","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":16,"Dexterity":20,"Constitution":17,"Intelligence":18,"Wisdom":20,"Charisma":18},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Embodiments of prophecy and protectors of divine secrets, couatls ensure fate unfolds as it should. They resemble serpents with rainbow wings, and each is a manifestation of a divine edict, a truth or fate that a righteous god decrees must hold true for all time. Most couatls appear in places of ancient power, where they guard hidden magic or ensure foretold acts do or don't come to pass. Rarely, couatls watch over communities or travel lands in disguise, interpreting omens or manipulating factors to set fate on its proper course.\n\tMotivated by eternal mandates, couatls sometimes behave in inscrutable or antagonistic ways. They are inflexible and uncompromising, as their existences are fundamentally tied to their divine directives, but they harm other creatures only when absolutely necessary to achieve divine goals.\n\tEach couatl goes through a period of renewal at the end of an age. In a couatl's lifecycle, an age might correspond to a celestial calendar or some divine chronology. Near the age's end, the couatl lays a wondrous, rainbow-hued egg. When the age ends, the couatl dies. For a period\u2014perhaps a single day, perhaps until an annual solar event\u2014the couatl's work is unattended. Once this time passes, the same couatl that laid the egg hatches from it, fully grown and renewed to serve for another age.\n\nSource:\tMonster Manual (2024) p. 82\n\nEnvironment: desert, forest, grassland, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 82","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful good","senses":"truesight 120 ft.","maxHP":60,"currentHP":60,"temporaryHP":0,"armorClass":19,"speed":"30 ft., fly 90 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["all; telepathy 120 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"couatl_bite","title":"Bite","source":"","description":"Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Piercing":"1d12+5"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"couatl_constrict","title":"Constrict","source":"","description":"Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d6+5"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"couatl_spellcasting","title":"Spellcasting","source":"","description":"The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15):\n\n\t\u2022 At will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only,  no Temporary Hit Points gained from the spell,  and no Concentration or Temporary Hit Points required to maintain the spell)\n\t\u2022 1/Day each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"couatl_divine_aid_2day_bonus_action","title":"Divine Aid (2/Day) (Bonus Action)","source":"","description":"The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"couatl_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"couatl_shielded_mind","name":"Shielded Mind","description":"The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shapechange","title":"Shapechange","source":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jade circlet worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"create_food_and_water","title":"Create Food and Water","source":"You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.","level":3,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_water","title":"Control Water","source":"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 chance of capsizing.\n\tThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water: You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool: You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","level":4,"school":"Transmutation","castingTime":"Action","range":"300 feet","duration":"Concentration, up to 10 minute","description":"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 chance of capsizing.\n\tThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water: You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool: You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{"base":"2d8"},"tags":["Druid (Circle of the Sea)","School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mixture of water and dust","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dream","title":"Dream","source":"You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\n\tIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\n\tIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\n\tYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.","level":5,"school":"Illusion","castingTime":"1 minute","range":"Self","duration":"8 hour","description":"You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\n\tIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\n\tIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\n\tYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.","atHigherLevels":"","prepared":false,"roll":{"base":"3d6"},"tags":["School: Illusion","Bard","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a handful of sand","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"greater_restoration","title":"Greater Restoration","source":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","level":5,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"diamond dust worth 100+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scrying","title":"Scrying","source":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Concentration, up to 10 minute","description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Paladin (Oath of Vengeance)","School: Divination","Bard","Cleric","Druid","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sleep","title":"Sleep","source":"Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\tCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.","level":1,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\tCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Temperate)","Warlock (Archfey Patron)","School: Enchantment","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of sand or rose petals","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"bless","title":"Bless","source":"You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.","prepared":false,"roll":{"base":"1d4"},"tags":["Cleric (Life Domain)","School: Enchantment","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a Holy Symbol worth 5+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"lesser_restoration","title":"Lesser Restoration","source":"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","level":2,"school":"Abjuration","castingTime":"Bonus Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sanctuary","title":"Sanctuary","source":"You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.\n\tThe spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.","level":1,"school":"Abjuration","castingTime":"Bonus Action","range":"30 feet","duration":"1 minute","description":"You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.\n\tThe spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a shard of glass from a mirror","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":true,"Constitution":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"8d8+24","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"celestial","cr":4,"vulnerabilities":[],"resistances":["Bludgeoning","Piercing","Slashing"],"immunities":["Psychic","Radiant"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.600","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"crab_monster","sourceCharacterId":null,"name":"Crab","species":{"id":"beast","name":"beast","description":"","size":"Tiny","speed":"20 ft., swim 20 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"beast","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"1d4+1","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Crab","description":"","type":"beast","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"cca7a68b-0ccc-4d87-88b0-3c582cb7472a","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":6,"Dexterity":11,"Constitution":12,"Intelligence":1,"Wisdom":8,"Charisma":2},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Source:\tMonster Manual (2024) p. 351,\n\t\tPlayer's Handbook (2024) p. 348\n\nEnvironment: coastal, underwater","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 351,\n\t\tPlayer's Handbook (2024) p. 348","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"blindsight 30 ft.","maxHP":3,"currentHP":3,"temporaryHP":0,"armorClass":11,"speed":"20 ft., swim 20 ft.","initiative":0,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"crab_claw","title":"Claw","source":"","description":"Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":2,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.\n\nCultist Agendas:\n1d6 | The Cultist Strives To...\n1 | Bring about the end of a dominant order, an age, or the world.\n2 | Burn away the comfortable lies of reality, revealing forgotten or terrible truths.\n3 | Expand their faith through mind control or supernatural coercion.\n4 | Make global changes, like sinking the land or awakening volcanoes.\n5 | Remake life on a mass scale, altering other creatures' bodies or spiritual beings.\n6 | Summon their deity or its herald, weapon, or realm into their world.\n\nOccult Symbols:\nCults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.\n\nCult Symbols:\n1d10 | The Symbol Is... Depicted As...\n1 | An alchemical sign A calendar or map\n2 | An animal A crest or as heraldry\n3 | A celestial body An elaborate diagram\n4 | A deity's icon A metaphorical image\n5 | An element A mystical being\n6 | An eye Part of an equation\n7 | A geometric shape A repeating pattern\n8 | A letter or number A series of scratches\n9 | Part of a monster A simple pictogram\n10 | A skull A weapon or tool\n\nCult Members:\nCults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. Any cult might have the following sorts of members.\n\nCultists:\nCultists devote themselves to their faith's leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the face of threats. Cultists perform much of a cult's mundane work, which might include evangelism, criminal acts, or serving as sacrifices.\n\nSource:\tMonster Manual (2024) p. 84\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 84","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":9,"currentHP":9,"temporaryHP":0,"armorClass":12,"speed":"30 ft.","initiative":1,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"cultist_ritual_sickle","title":"Ritual Sickle","source":"","description":"Melee Attack Roll: +3, reach 5 ft. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of 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Fanatic","species":{"id":"humanoid","name":"humanoid","description":"","size":"Small","speed":"30 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"humanoid","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"8d8+8","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Cultist 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"14b60086-7cc5-4e08-8df7-4bbeec16e5c6","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":11,"Dexterity":14,"Constitution":12,"Intelligence":10,"Wisdom":14,"Charisma":13},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons\u2014deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.\n\nCultist Agendas:\n1d6 | The Cultist Strives To...\n1 | Bring about the end of a dominant order, an age, or the world.\n2 | Burn away the comfortable lies of reality, revealing forgotten or terrible truths.\n3 | Expand their faith through mind control or supernatural coercion.\n4 | Make global changes, like sinking the land or awakening volcanoes.\n5 | Remake life on a mass scale, altering other creatures' bodies or spiritual beings.\n6 | Summon their deity or its herald, weapon, or realm into their world.\n\nOccult Symbols:\nCults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.\n\nCult Symbols:\n1d10 | The Symbol Is... Depicted As...\n1 | An alchemical sign A calendar or map\n2 | An animal A crest or as heraldry\n3 | A celestial body An elaborate diagram\n4 | A deity's icon A metaphorical image\n5 | An element A mystical being\n6 | An eye Part of an equation\n7 | A geometric shape A repeating pattern\n8 | A letter or number A series of scratches\n9 | Part of a monster A simple pictogram\n10 | A skull A weapon or tool\n\nCult Members:\nCults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. Any cult might have the following sorts of members.\n\nCultist Fanatic:\nCultist fanatics lead small cults or cells within larger cults. They're privy to more of a cult's mysteries than lower-ranking cultists are, granting them access to magical powers from their patrons.\n\nSource:\tMonster Manual (2024) p. 85\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 85","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":44,"currentHP":44,"temporaryHP":0,"armorClass":13,"speed":"30 ft.","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"cultist_fanatic_pact_blade","title":"Pact Blade","source":"","description":"Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":4,"damages":{"Slashing":"1d8+2","Necrotic Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"cultist_fanatic_gear","name":"Gear","description":"Holy Symbol, Leather Armor","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"cultist_fanatic_size","name":"Size","description":"Small, Medium","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"light","title":"Light","source":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","level":0,"school":"Evocation","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Celestial Patron)","School: Evocation","Touch Spells","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a firefly or phosphorescent moss","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hold_person","title":"Hold Person","source":"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional Humanoid for each spell slot level above 2.","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Polar)","Paladin (Oath of Vengeance)","School: Enchantment","Bard","Cleric","Druid","Sorcerer","Warlock","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a straight piece of iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"command","title":"Command","source":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","level":1,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","atHigherLevels":"Using a Higher-Level Spell Slot: You can affect one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","Warlock (Fiend Patron)","School: Enchantment","Bard","Cleric","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"spiritual_weapon","title":"Spiritual Weapon","source":"You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.\n\tAs a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.","level":2,"school":"Evocation","castingTime":"Bonus Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.\n\tAs a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for every slot level above 2.","prepared":false,"roll":{"2":"1d8","3":"2d8","4":"3d8","5":"4d8","6":"5d8","7":"6d8","8":"7d8","9":"8d8"},"tags":["Cleric (War Domain)","School: 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Hand":0,"Stealth":0,"Survival":0},"hitDice":"8d8+8","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Small","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"humanoid","cr":2,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.612","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"cultist_hierophant_monster","sourceCharacterId":null,"name":"Cultist 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Hierophant","description":"","type":"humanoid","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"8c2c3a06-ec3b-47e4-bf3d-104a12bc53e5","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":14,"Dexterity":18,"Constitution":18,"Intelligence":13,"Wisdom":16,"Charisma":20},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons\u2014deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.\n\nCultist Agendas:\n1d6 | The Cultist Strives To...\n1 | Bring about the end of a dominant order, an age, or the world.\n2 | Burn away the comfortable lies of reality, revealing forgotten or terrible truths.\n3 | Expand their faith through mind control or supernatural coercion.\n4 | Make global changes, like sinking the land or awakening volcanoes.\n5 | Remake life on a mass scale, altering other creatures' bodies or spiritual beings.\n6 | Summon their deity or its herald, weapon, or realm into their world.\n\nOccult Symbols:\nCults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.\n\nCult Symbols:\n1d10 | The Symbol Is... Depicted As...\n1 | An alchemical sign A calendar or map\n2 | An animal A crest or as heraldry\n3 | A celestial body An elaborate diagram\n4 | A deity's icon A metaphorical image\n5 | An element A mystical being\n6 | An eye Part of an equation\n7 | A geometric shape A repeating pattern\n8 | A letter or number A series of scratches\n9 | Part of a monster A simple pictogram\n10 | A skull A weapon or tool\n\nCult Members:\nCults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. Any cult might have the following sorts of members.\n\nCultist Hierophant:\nCultist hierophants are leaders who oversee the lives of their underlings, dictate the edicts of the cult, and interpret their patron's will. They possess supernatural powers gained from the cult's patron, supernatural sources, or the power of their own fanaticism. These leaders know their cult's deepest secrets and often control strange relics, mystical sites, and monstrous servants.\n\nSource:\tMonster Manual (2024) p. 85\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 85","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":144,"currentHP":144,"temporaryHP":0,"armorClass":16,"speed":"30 ft.","initiative":8,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Celestial","Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"cultist_hierophant_multiattack","title":"Multiattack","source":"","description":"The cultist makes three attacks, using Pact Blade or Radiant Ray in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"cultist_hierophant_pact_blade","title":"Pact Blade","source":"","description":"Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 18 (4d8) Radiant damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Slashing":"2d6+5","Radiant Damage":"4d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"cultist_hierophant_radiant_ray","title":"Radiant Ray","source":"","description":"Ranged Attack Roll: +9, range 120 ft. Hit: 31 (4d12 + 5) Radiant 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"cultist_hierophant_size","name":"Size","description":"Small, Medium","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"mage_armor","title":"Mage Armor","source":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"8 hour","description":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of cured leather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"jallarzis_storm_of_radiance","title":"Jallarzi's Storm of Radiance","source":"You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.\n\tWhen the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.","level":5,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.\n\tWhen the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.","prepared":false,"roll":{"5":"2d10+2d10","6":"3d10+3d10","7":"4d10+4d10","8":"5d10+5d10","9":"6d10+6d10"},"tags":["School: Evocation","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of phosphorus","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mass_suggestion","title":"Mass Suggestion","source":"You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \"Walk to the village down that road, and help the villagers there harvest crops until sunset.\" Or you could say, \"Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.\"\n\tEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.","level":6,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"24 hour","description":"You suggest a course of activity\u2014described in no more than 25 words\u2014to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, \"Walk to the village down that road, and help the villagers there harvest crops until sunset.\" Or you could say, \"Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.\"\n\tEach target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.","atHigherLevels":"Using a Higher-Level Spell Slot: The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a snake's tongue","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Charisma":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"17d8+68","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Small","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"humanoid","cr":10,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.614","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"cyclops_oracle_monster","sourceCharacterId":null,"name":"Cyclops 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Using their mystical vision, cyclopes can witness how future events are likely to occur.\n\nSource:\tMonster Manual (2024) p. 88\n\nEnvironment: coastal, desert, grassland, hill, mountain, underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 88","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic neutral","senses":"truesight 30 ft.","maxHP":207,"currentHP":207,"temporaryHP":0,"armorClass":16,"speed":"40 ft.","initiative":8,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Giant"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"cyclops_oracle_multiattack","title":"Multiattack","source":"","description":"The cyclops makes three attacks, using Radiant Strike or Flash of Light in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"cyclops_oracle_radiant_strike","title":"Radiant Strike","source":"","description":"Melee Attack Roll: +10, reach 10 ft. Hit: 22 (3d10 + 6) Radiant damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":10,"damages":{"Radiant":"3d10+6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"cyclops_oracle_flash_of_light","title":"Flash of Light","source":"","description":"Ranged Attack Roll: +10, range 120 ft. Hit: 17 (2d10 + 6) Radiant damage, and the target has Disadvantage on attack rolls until the end of the cyclops's next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":10,"damages":{"Radiant":"2d10+6"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"cyclops_oracle_spellcasting","title":"Spellcasting","source":"","description":"The cyclops casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 16):\n\n\t\u2022 1/Day: Legend Lore\n\t\u2022 2/Day each: Arcane Eye, Detect Magic, Locate Object","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"cyclops_oracle_portent_recharge_46","title":"Portent (Recharge 4-6)","source":"","description":"Trigger: The cyclops or an ally it can see makes a D20 Test. Response: The cyclops rolls 1d20 and chooses whether to use that roll in place of the d20 rolled for the D20 Test.","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Portent":"1d20"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"4-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"cyclops_oracle_treasure","name":"Treasure","description":"Armaments: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"legend_lore","title":"Legend Lore","source":"Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\n\tThe lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\n\tIf the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Instantaneous","description":"Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\n\tThe lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\n\tIf the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Glory)","Sorcerer (Draconic Sorcery)","School: Divination","Bard","Cleric","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"arcane_eye","title":"Arcane Eye","source":"You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.\n\tAs a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.","level":4,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 hour","description":"You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.\n\tAs a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Sorcerer (Draconic Sorcery)","School: Divination","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of bat fur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"locate_object","title":"Locate Object","source":"Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\tThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\tThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 10 minute","description":"Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\tThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\tThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Bard","Cleric","Druid","Ranger","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked twig","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":4,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":4,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"18d12+90","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Huge","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"giant","cr":10,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.617","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"cyclops_sentry_monster","sourceCharacterId":null,"name":"Cyclops 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If the target is a Large or smaller creature, it has the Prone condition.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":10,"damages":{"Bludgeoning":"4d6+6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dao_earth_burst","title":"Earth Burst","source":"","description":"Ranged Attack Roll: +10, range 120 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. Hit or Miss: Earth explodes from the target's space, creating the following effect. Dexterity Saving Throw: DC 16, each creature in a 10-foot Emanation originating from and including the target. Failure: 10 (3d6) Thunder damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":10,"damages":{"Bludgeoning":"2d8+6","Thunder Damage":"3d6"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dao_spellcasting","title":"Spellcasting","source":"","description":"The dao casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):\n\n\t\u2022 At will: Detect Evil and Good, Detect Magic, Stone Shape\n\t\u2022 1/Day each: Gaseous Form, Invisibility, Move Earth, Passwall, Plane Shift, Tongues, Wall of Stone","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"dao_treasure","name":"Treasure","description":"Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"dao_earth_glide","name":"Earth Glide","description":"The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"dao_elemental_restoration","name":"Elemental Restoration","description":"If the dao dies outside the Elemental Plane of Earth, its body dissolves into dirt, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Earth.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"dao_magic_resistance","name":"Magic Resistance","description":"The dao has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"dao_wishes","name":"Wishes","description":"The dao has a 30 percent chance of knowing the Wish spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the creature, the dao suffers none of the spell's stress. Once the dao has cast it three times, the dao can't do so again for 365 days.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"stone_shape","title":"Stone Shape","source":"You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.","level":4,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"soft clay","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"gaseous_form","title":"Gaseous Form","source":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of gauze","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"move_earth","title":"Move Earth","source":"Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\n\tAt the end of every 10 minutes you spend Concentration on the spell, you can choose a new area of terrain to affect within range.\n\tThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\n\tSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.","level":6,"school":"Transmutation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 2 hour","description":"Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.\n\tAt the end of every 10 minutes you spend Concentration on the spell, you can choose a new area of terrain to affect within range.\n\tThis spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.\n\tSimilarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a miniature shovel","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"passwall","title":"Passwall","source":"A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or 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.\n\tWhen 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.","level":5,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 hour","description":"A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or 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.\n\tWhen 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of sesame seeds","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tongues","title":"Tongues","source":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","level":3,"school":"Divination","castingTime":"Action","range":"Touch","duration":"1 hour","description":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Touch Spells","Bard","Cleric","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"a miniature ziggurat","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wall_of_stone","title":"Wall of Stone","source":"A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\n\tIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\n\tThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n\tIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.\n\tThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.\n\tIf you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.","level":5,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.\n\tIf the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.\n\tThe wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n\tIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.\n\tThe wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.\n\tIf you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. 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When prey passes below, lurking darkmantles drop and unfurl their webbed tentacles, attempting to blind, suffocate, or crush their victims.\n\tDarkmantles share similarities with piercers and ropers and often hunt near those monsters. Scholars have attempted to establish a shared origin or life cycle between those creatures, but their efforts are thwarted by those monsters' supernatural physiologies and deadly natures.\n\nSource:\tMonster Manual (2024) p. 90\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 90","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"blindsight 60 ft.","maxHP":22,"currentHP":22,"temporaryHP":0,"armorClass":11,"speed":"10 ft., fly 30 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"darkmantle_crush","title":"Crush","source":"","description":"Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way.\n\tWhile attached to a target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target.\n\tA creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Bludgeoning":"1d6+3"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"darkmantle_darkness_aura_1day","title":"Darkness Aura (1/Day)","source":"","description":"Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can't penetrate this area, and no light can illuminate it.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[],"feats":[],"spells":[],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"a7122130-6d32-4117-a96f-d4b6e555c727","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":19,"Dexterity":12,"Constitution":18,"Intelligence":12,"Wisdom":16,"Charisma":14},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons\u2014deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.\n\nCultist Agendas:\n1d6 | The Cultist Strives To...\n1 | Bring about the end of a dominant order, an age, or the world.\n2 | Burn away the comfortable lies of reality, revealing forgotten or terrible truths.\n3 | Expand their faith through mind control or supernatural coercion.\n4 | Make global changes, like sinking the land or awakening volcanoes.\n5 | Remake life on a mass scale, altering other creatures' bodies or spiritual beings.\n6 | Summon their deity or its herald, weapon, or realm into their world.\n\nOccult Symbols:\nCults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.\n\nCult Symbols:\n1d10 | The Symbol Is... Depicted As...\n1 | An alchemical sign A calendar or map\n2 | An animal A crest or as heraldry\n3 | A celestial body An elaborate diagram\n4 | A deity's icon A metaphorical image\n5 | An element A mystical being\n6 | An eye Part of an equation\n7 | A geometric shape A repeating pattern\n8 | A letter or number A series of scratches\n9 | Part of a monster A simple pictogram\n10 | A skull A weapon or tool\n\nCult Members:\nCults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. Any cult might have the following sorts of members.\n\nTypes of Cultists:\nCults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship.\n\nDeath Cultist:\nDeath cultists revel in nihilistic forces, embracing them as paths to undeath, multiversal purity, or entropic inevitability. These cultists serve powerful undead beings, apocalyptic prophecies, or immortals with power over death, such as Acererak, Kyuss, Orcus, Vecna, or Wee Jas.\n\nSource:\tMonster Manual (2024) p. 86\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 86","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"","maxHP":127,"currentHP":127,"temporaryHP":0,"armorClass":17,"speed":"30 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"death_cultist_multiattack","title":"Multiattack","source":"","description":"The cultist makes three attacks, using Dread Scythe or Deathly Ray in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_cultist_dread_scythe","title":"Dread Scythe","source":"","description":"Melee Attack Roll: +7, reach 10 ft. Hit: 9 (1d10 + 4) Slashing damage plus 11 (2d10) Necrotic damage, and the target can't regain Hit Points until the end of its next turn.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Slashing":"1d10+4","Necrotic Damage":"2d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_cultist_deathly_ray","title":"Deathly Ray","source":"","description":"Ranged Attack Roll: +6, range 120 ft. Hit: 22 (4d10) Necrotic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":6,"damages":{"Necrotic":"4d10"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_cultist_spellcasting","title":"Spellcasting","source":"","description":"The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):\n\n\t\u2022 At will: Speak with Dead, Thaumaturgy","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_cultist_spirit_wail_recharge_56_bonus_action","title":"Spirit Wail (Recharge 5-6) (Bonus Action)","source":"","description":"Wisdom Saving Throw: DC 14, each creature in a 20-foot Emanation originating from the cultist. Failure: 14 (4d6) Psychic damage, and the target has the Frightened condition until the end of its next turn. Success: Half damage only.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Spirit Wail":"4d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"death_cultist_gear","name":"Gear","description":"Splint Armor","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"death_cultist_treasure","name":"Treasure","description":"Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.\nRelics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"death_cultist_size","name":"Size","description":"Small, Medium","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"speak_with_dead","title":"Speak with Dead","source":"You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\n\tUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.","level":3,"school":"Necromancy","castingTime":"Action","range":"10 feet","duration":"10 minute","description":"You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.\n\tUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Bard","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. 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These vicious, two-headed canines ambush creatures they perceive as weaker than themselves, favoring the wounded or infirm. They attack recklessly, infecting as many creatures as possible with their diseased jaws. If driven off, death dogs linger close to their victims, letting infection weaken their prey before they attack again.\n\tLegends tie death dogs to malicious death gods, the underworld, and cursed rulers. These stories are based on the malady death dogs spread. Roll on or choose a result from the Death Dog Malady Symptoms table to inspire symptoms spread by a death dog's bite. These symptoms are cosmetic and don't alter the effects of the death dog's Bite action. The symptoms vanish when a creature no longer has the Poisoned condition from a death dog's Bite.\n\nDeath Dog Malady Symptoms:\n1d6 | The Death Dog's Malady Causes...\n1 | Marks from canine jaws to appear on the victim's body, as if they were still being mauled.\n2 | The victim's body to wither, as if constantly exposed to desert heat.\n3 | The victim to be distracted by distant howling or vague whispers only they can hear.\n4 | The victim's flesh to rot like a corpse.\n5 | The victim to itch, as if they had fleas or sand beneath their skin.\n6 | Wicked symbols to gradually appear on and spread across the victim's body.\n\nSource:\tMonster Manual (2024) p. 91\n\nEnvironment: desert","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 91","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 120 ft.","maxHP":39,"currentHP":39,"temporaryHP":0,"armorClass":12,"speed":"40 ft.","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"death_dog_multiattack","title":"Multiattack","source":"","description":"The death dog makes two Bite attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_dog_bite","title":"Bite","source":"","description":"Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Point maximum decreases by 5 (1d10).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":4,"damages":{"Piercing":"1d4+2","Hp 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"3df0b8ea-84ac-4882-a423-d496fb1c950e","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":20,"Dexterity":11,"Constitution":20,"Intelligence":12,"Wisdom":16,"Charisma":18},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Champions of evil, death knights are armor-clad, skeletal warlords. Combining devastating martial prowess and blasphemous magic, these undying tyrants lead unholy legions against the living or brood in cursed citadels. Every death knight is haunted by a legacy of tragedy and dishonor that drives it to commit greater evils.\n\nDeath Knight:\nDeath knights are deadly combatants and domineering commanders with grim histories. Some strive to end the curses that doom them to undeath, though their selfish souls eternally shackle them to their fates. Others, like the infamous death knight Lord Soth, brood in dismal ruins for centuries, rousing themselves to action only when something reignites their deathless evil.\n\nSource:\tMonster Manual (2024) p. 92\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 92","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 120 ft.","maxHP":199,"currentHP":199,"temporaryHP":0,"armorClass":20,"speed":"30 ft.","initiative":12,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+6","proficiencyBonus":6,"languages":["Abyssal","Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"death_knight_multiattack","title":"Multiattack","source":"","description":"The death knight makes three Dread Blade attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_knight_dread_blade","title":"Dread Blade","source":"","description":"Melee Attack Roll: +11, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 13 (3d8) Necrotic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":11,"damages":{"Slashing":"2d6+5","Necrotic Damage":"3d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_knight_hellfire_orb_recharge_56","title":"Hellfire Orb (Recharge 5-6)","source":"","description":"Dexterity Saving Throw: DC 18, each creature in a 20-foot-radius Sphere centered on a point the death knight can see within 120 feet. Failure: 35 (10d6) Fire damage plus 35 (10d6) Necrotic damage. 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These followers bear a measure of their leader's power and serve as they did in life, obediently following the death knight's decrees and heralding its terrible will.\n\nSource:\tMonster Manual (2024) p. 93\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 93","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 120 ft.","maxHP":178,"currentHP":178,"temporaryHP":0,"armorClass":20,"speed":"30 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Abyssal","Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"death_knight_aspirant_multiattack","title":"Multiattack","source":"","description":"The aspirant makes three Dread Blade attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_knight_aspirant_dread_blade","title":"Dread Blade","source":"","description":"Melee Attack Roll: +9, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage plus 10 (3d6) Necrotic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Slashing":"2d8+5","Necrotic Damage":"3d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_knight_aspirant_hellfire_orb_recharge_56","title":"Hellfire Orb (Recharge 5-6)","source":"","description":"Dexterity Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point the aspirant can see within 120 feet of itself. 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Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Hellfire Orb":"6d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_knight_aspirant_spellcasting","title":"Spellcasting","source":"","description":"The aspirant casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):\n\n\t\u2022 At will: Phantom Steed\n\t\u2022 1/Day each: Destructive Wave (Necrotic), Dispel Magic","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_knight_aspirant_parry","title":"Parry","source":"","description":"Trigger: The aspirant is hit by a melee attack roll while holding a weapon. 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Slaad","description":"","type":"aberration","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"0dce0a6f-4495-4bf3-8f05-3e5a65276d20","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":20,"Dexterity":15,"Constitution":19,"Intelligence":15,"Wisdom":10,"Charisma":19},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Unpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toadlike, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\tSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\nSalad Control Gems:\nA salad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the salad has the Charmed condition and obeys the gem's bearer. The salad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the salad. A Greater Restoration spell cast on a salad destroys the gem, and the salad ceases to be Charmed. One can obtain a salad's control gem using a Wish or Imprisonment spell. If the salad fails its saving throw against Imprisonment, the caster against the gem, and the salad isn't imprisoned. An Incapacitated salads control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) piercing damage to the salad.\n\nDeath Slaad:\nSlaad lords create death slaadi by infusing gray slaadi with a portion of their chaotic energy. When groups of slaadi act deliberately, death slaadi are often behind their designs.\n\nSource:\tMonster Manual (2024) p. 287\n\nEnvironment: planar (limbo)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 287","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"blindsight 60 ft., darkvision 60 ft.","maxHP":178,"currentHP":178,"temporaryHP":0,"armorClass":18,"speed":"40 ft.","initiative":10,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Common","Slaad; telepathy 60 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"death_slaad_multiattack","title":"Multiattack","source":"","description":"The slaad makes two Chaos Blade attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_slaad_chaos_blade","title":"Chaos Blade","source":"","description":"Melee Attack Roll: +9, reach 10 ft. Hit: 11 (1d12 + 5) Slashing damage plus 10 (3d6) Necrotic damage. Until the start of the slaad's next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Slashing":"1d12+5","Necrotic Damage":"3d6","Condition":"1d4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_slaad_spellcasting","title":"Spellcasting","source":"","description":"The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):\n\n\t\u2022 At will: Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image\n\t\u2022 1/Day each: Blight (level 8 version), Cloudkill (level 6 version), Fly, Plane Shift, Tongues","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_slaad_shapeshift_bonus_action","title":"Shape-Shift (Bonus Action)","source":"","description":"The slaad shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"death_slaad_treasure","name":"Treasure","description":"Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"death_slaad_magic_resistance","name":"Magic Resistance","description":"The slaad has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"death_slaad_regeneration","name":"Regeneration","description":"The slaad regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"major_image","title":"Major Image","source":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"blight","title":"Blight","source":"A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.\n\tAlternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.","level":4,"school":"Necromancy","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.\n\tAlternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 4.","prepared":false,"roll":{"4":"8d8","5":"9d8","6":"10d8","7":"11d8","8":"12d8","9":"13d8"},"tags":["Druid (Circle of the Land) (Arid)","School: Necromancy","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"cloudkill","title":"Cloudkill","source":"You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\n\tEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\tThe Sphere moves 10 feet away from you at the start of each of your turns.","level":5,"school":"Conjuration","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\n\tEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\tThe Sphere moves 10 feet away from you at the start of each of your turns.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 5.","prepared":false,"roll":{"5":"5d8","6":"6d8","7":"7d8","8":"8d8","9":"9d8"},"tags":["School: Conjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fly","title":"Fly","source":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 10 minute","description":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tongues","title":"Tongues","source":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","level":3,"school":"Divination","castingTime":"Action","range":"Touch","duration":"1 hour","description":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Touch Spells","Bard","Cleric","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"a miniature ziggurat","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":true,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":4,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"21d8+84","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"aberration","cr":10,"vulnerabilities":[],"resistances":["Acid","Cold","Fire","Lightning","Thunder"],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.637","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"death_tyrant_monster","sourceCharacterId":null,"name":"Death Tyrant","species":{"id":"undead_(beholder)","name":"undead (beholder)","description":"","size":"Large","speed":"5 ft., fly 40 ft.(hover)","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"undead (beholder)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"26d10+52","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Death Tyrant","description":"","type":"undead (beholder)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"c1a1fb31-e9cc-4280-8319-7e6309d0492f","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":18,"Dexterity":14,"Constitution":14,"Intelligence":19,"Wisdom":15,"Charisma":19},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Champions of evil, death knights are armor-clad, skeletal warlords. Combining devastating martial prowess and blasphemous magic, these undying tyrants lead unholy legions against the living or brood in cursed citadels. Every death knight is haunted by a legacy of tragedy and dishonor that drives it to commit greater evils.\n\nDeath Tyrant:\nA death tyrant is a beholder that pursues aberrant goals beyond its death. Ten magical singularities\u2014all that remains of its magical eyes\u2014orbit its floating, cyclopean skull, while the hateful gaze of its central eye socket stifles life and raises the dead.\n\tBeholders typically transform into death tyrants over years when their dreams fixate on death, morbid apotheoses, or journeys to realms inhospitable to life. Some death tyrants rise from the corpses of slain beholders or result from exposure to strange magic or Underdark radiation. Sometimes beholders purposefully pursue this undead state, just as depraved magic-users pursue lichdom, although it is rare, as most beholders already believe themselves to be perfect beings.\n\tNo matter how death tyrants come into being, bizarre impulses drive their deathless existences. Their motivations tend to be extreme or beyond the reason of living creatures.\n\nSource:\tMonster Manual (2024) p. 95\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 95","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"darkvision 120 ft.","maxHP":195,"currentHP":195,"temporaryHP":0,"armorClass":19,"speed":"5 ft., fly 40 ft.(hover)","initiative":12,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Deep Speech","Undercommon"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"death_tyrant_multiattack","title":"Multiattack","source":"","description":"The death tyrant uses Eye Rays three times.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_tyrant_bite","title":"Bite","source":"","description":"Melee Attack Roll: +9, reach 5 feet. Hit: 13 (2d8 + 4) Piercing damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Piercing":"2d8+4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"death_tyrant_eye_rays","title":"Eye Rays","source":"","description":"The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10; reroll if the death tyrant has already used that ray during this turn):\n\nEye Rays:\nd10 | Effect\n1 | Charm Ray: Wisdom Saving Throw: DC 17. Failure: 13 (3d8) Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only.\n2 | Paralyzing Ray: Constitution Saving Throw: DC 17. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\n3 | Fear Ray: Wisdom Saving Throw: DC 17. Failure: 10 (3d6) Psychic damage, and the target has the Frightened condition until the end of its next turn. Success: Half damage only.\n4 | Slowing Ray: Constitution Saving Throw: DC 17. Failure: 18 (4d8) Necrotic damage. Until the end of the target's next turn, the target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. Success: Half damage only.\n5 | Enervation Ray: Constitution Saving Throw: DC 17. Failure: 16 (3d10) Poison damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can't regain Hit Points. Success: Half damage only.\n6 | Telekinetic Ray: Strength Saving Throw: DC 17 (the target succeeds automatically if it is Gargantuan). Failure: The death tyrant moves the target up to 30 feet in any direction. The target has the Restrained condition until the start of the death tyrant's next turn or until the death tyrant has the Incapacitated condition. The death tyrant can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container.\n7 | Sleep Ray: Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the Unconscious condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it.\n8 | Petrification Ray: Constitution Saving Throw: DC 17. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.\n9 | Disintegration Ray: Dexterity Saving Throw: DC 17. Failure: 36 (8d8) Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. Success: Half damage. Failure or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.\n10 | Death Ray: Dexterity Saving Throw: DC 17. Failure: 55 (10d10) Necrotic damage. Success: Half damage. 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If the burden of immortality overwhelms a lich, its consciousness turns inward as its body rots away. But if its remains are disturbed, a demilich rises. Demiliches usually appear as skulls adorned with gems or arcane sigils.\n\nSource:\tMonster Manual (2024) p. 96\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 96","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"truesight 120 ft.","maxHP":180,"currentHP":180,"temporaryHP":0,"armorClass":20,"speed":"5 ft., fly 30 ft.(hover)","initiative":17,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+6","proficiencyBonus":6,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"demilich_multiattack","title":"Multiattack","source":"","description":"The demilich makes three Necrotic Burst attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"demilich_necrotic_burst","title":"Necrotic Burst","source":"","description":"Melee or Ranged Attack Roll: +11, reach 5 ft. or range 120 ft. 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This reduction lasts until the creature finishes a Long Rest outside that area.\n\nTravel Ward: Creatures can't use teleportation or planar travel to enter or exit the lair.\n\nIf the demilich dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"demilich_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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These immortal messengers adopt the shapes of mystical beasts or idealized, winged mortals. As with all angels, their true forms are known only to the gods they serve.\n\tRather than literal correspondence from a god, a deva conveys an allegory or quest to mortals, tasking them with delivering something to its rightful place. While the angel might be called on in times of need, it encourages mortal heroism. Should a deva's chosen champions carry out their charge, they experience a revelation or the world is changed in line with divine purpose. Roll on or choose a result from the Deva Messages table to inspire a deva's charge.\n\nDeva Messages:\n1d6 | The Deva Tasks a Mortal with Delivering...\n1 | The corpse of a hero in need of redemption.\n2 | The cure for a plague in a distant land.\n3 | A holy coffer that must not be opened.\n4 | A magic weapon usable only by a true hero.\n5 | A seedling that wilts if exposed to anger.\n6 | Someone from another world with a prophesied purpose but no memory.\n\nSource:\tMonster Manual (2024) p. 97\n\nEnvironment: planar (upper)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 97","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful good","senses":"darkvision 120 ft.","maxHP":229,"currentHP":229,"temporaryHP":0,"armorClass":17,"speed":"30 ft., fly 90 ft.(hover)","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["all; telepathy 120 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"deva_multiattack","title":"Multiattack","source":"","description":"The deva makes two Holy Mace attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"deva_holy_mace","title":"Holy Mace","source":"","description":"Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":8,"damages":{"Bludgeoning":"1d6+4","Radiant 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"deva_exalted_restoration","name":"Exalted Restoration","description":"If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"cure_wounds","title":"Cure Wounds","source":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 2d8 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d8+SPELL","2":"4d8+SPELL","3":"6d8+SPELL","4":"8d8+SPELL","5":"10d8+%0","6":"12d8+SPELL","7":"14d8+SPELL","8":"16d8+SPELL","9":"18d8+SPELL"},"tags":["Cleric (Life Domain)","Druid (Circle of the Moon)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire 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If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.","level":3,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Cleric","Warlock","Wizard","Paladin","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shapechange","title":"Shapechange","source":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","level":9,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.\n\tWhen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.\n\tYour game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.\n\tUpon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a jade circlet worth 1,500+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"commune","title":"Commune","source":"You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\tDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","level":5,"school":"Divination","castingTime":"1 minute","range":"Self","duration":"1 minute","description":"You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\tDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","School: Divination","Ritual Caster","Cleric"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"raise_dead","title":"Raise Dead","source":"With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\n\tThe creature returns to life with 1 Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death.\n\tThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\n\tComing back from the dead is an ordeal. The target takes a -4 penalty to D20 Test. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.","level":5,"school":"Necromancy","castingTime":"1 hour","range":"Touch","duration":"Instantaneous","description":"With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\n\tThe creature returns to life with 1 Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death.\n\tThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\n\tComing back from the dead is an ordeal. The target takes a -4 penalty to D20 Test. 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Charisma":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"27d8+108","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"celestial 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"2c12e4dc-1154-443b-a108-c8ea190c4384","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":17,"Dexterity":15,"Constitution":15,"Intelligence":3,"Wisdom":12,"Charisma":7},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Source:\tMonster Manual (2024) p. 352,\n\t\tPlayer's Handbook (2024) p. 348\n\nEnvironment: forest, hill","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 352,\n\t\tPlayer's Handbook (2024) p. 348","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"darkvision 60 ft.","maxHP":22,"currentHP":22,"temporaryHP":0,"armorClass":14,"speed":"50 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Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Piercing":"1d10+3"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni's Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its turns.\n\tWhenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is subjected to the following effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with the whirlwind. At the start of each of its turns, the Restrained target takes 21 (6d6) Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Thunder":"6d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"djinni_spellcasting","title":"Spellcasting","source":"","description":"The djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):\n\n\t\u2022 At will: Detect Evil and Good, Detect Magic\n\t\u2022 2/Day each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk\n\t\u2022 1/Day each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"djinni_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"djinni_elemental_restoration","name":"Elemental Restoration","description":"If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"djinni_magic_resistance","name":"Magic Resistance","description":"The djinni has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"djinni_wishes","name":"Wishes","description":"The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"create_food_and_water","title":"Create Food and Water","source":"You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.","level":3,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_water","title":"Control Water","source":"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 chance of capsizing.\n\tThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water: You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool: You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","level":4,"school":"Transmutation","castingTime":"Action","range":"300 feet","duration":"Concentration, up to 10 minute","description":"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 chance of capsizing.\n\tThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water: You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool: You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{"base":"2d8"},"tags":["Druid (Circle of the Sea)","School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mixture of water and dust","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tongues","title":"Tongues","source":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","level":3,"school":"Divination","castingTime":"Action","range":"Touch","duration":"1 hour","description":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Touch Spells","Bard","Cleric","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"a miniature ziggurat","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wind_walk","title":"Wind Walk","source":"You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.\n\tIf a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.","level":6,"school":"Transmutation","castingTime":"1 minute","range":"30 feet","duration":"8 hour","description":"You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.\n\tIf a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a candle","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"creation","title":"Creation","source":"You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.\n\tThe spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.\n\nMaterials:\nMaterial | Duration\nVegetable matter | 24 hours\nStone or crystal | 12 hours\nPrecious metals | 1 hour\nGems | 10 minutes\nAdamantine or mithral | 1 minute","level":5,"school":"Illusion","castingTime":"1 minute","range":"30 feet","duration":"","description":"You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.\n\tThe spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.\n\nMaterials:\nMaterial | Duration\nVegetable matter | 24 hours\nStone or crystal | 12 hours\nPrecious metals | 1 hour\nGems | 10 minutes\nAdamantine or mithral | 1 minute","atHigherLevels":"Using a Higher-Level Spell Slot: The Cube increases by 5 feet for each spell slot level above 5.","prepared":false,"roll":{},"tags":["School: Illusion","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a paintbrush","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"gaseous_form","title":"Gaseous Form","source":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of gauze","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"major_image","title":"Major Image","source":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"1f0d2425-8877-4e04-a083-1aad0459bbfe","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":11,"Dexterity":18,"Constitution":14,"Intelligence":11,"Wisdom":12,"Charisma":14},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Doppelgangers are supernatural beings with the ability to shape-shift into any humanlike form. Their mind-reading abilities aid them in creating nearperfect disguises and plucking secrets from unguarded minds. Occasionally, doppelgangers use their shape-shifting ability in more overt ways, transforming into unsettling forms to frighten foes.\n\tA doppelganger's agenda might relate to its mysterious magical origins or to more mercenary goals. Roll on or choose a result from the Doppelganger Deceptions table to inspire a doppelganger's plot.\n\nDoppelganger Deceptions:\n1d6 | The Doppelganger Schemes To...\n1 | Cause chaos within the temple of a deity that cursed it to live without a true form.\n2 | Conceal evidence of a vast conspiracy.\n3 | Control a community through fear by posing as a legendary bogeyman.\n4 | Replace a noble to enjoy a decadent lifestyle.\n5 | Spy on wizards to learn how to complete its own botched magical creation.\n6 | Take an influential position, acting as a sleeper agent for a doppelganger invasion.\n\nSource:\tMonster Manual (2024) p. 100\n\nEnvironment: underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 100","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"darkvision 60 ft.","maxHP":52,"currentHP":52,"temporaryHP":0,"armorClass":14,"speed":"30 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common plus three other languages"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"doppelganger_multiattack","title":"Multiattack","source":"","description":"The doppelganger makes two Slam attacks and uses Unsettling Visage if available.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"doppelganger_slam","title":"Slam","source":"","description":"Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. 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Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"doppelganger_read_thoughts","title":"Read Thoughts","source":"","description":"The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).\n\nAt will: Detect Thoughts","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"doppelganger_shapeshift_bonus_action","title":"Shape-Shift (Bonus Action)","source":"","description":"The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't 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Handling":false,"Arcana":false,"Athletics":false,"Deception":true,"History":false,"Insight":true,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"6bc0f9c0-a3f0-4f5f-a124-9a889259f430","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":25,"Dexterity":10,"Constitution":23,"Intelligence":19,"Wisdom":15,"Charisma":21},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"The vilest dragons seek to escape the grip of death, employing ageless secrets and blasphemous magic to become horrors called dracoliches. These deathless dragons bind their spirits to gems and magically animate their rotting corpses. Eventually becoming skeletal horrors, dracoliches continue the centuries-spanning plots they pursued in life, seek revenge on those that brought them low, and strive toward vicious goals they couldn't indulge in life.\n\tDracoliches combine the corrupt immortality of the undead with the legendary power of dragons. A dracolich retains a breath weapon, but it is a chilling necrotic blast. These terrors gradually sicken the land near their lairs and attract sinister followers\u2014usually other undead or cultists seeking to revel in their terrible might. Living dragons of all types loathe and seek to destroy dracoliches, viewing them as distortions of draconic magic.\n\tThere are untold profane routes by which a dragon might become a dracolich. However one is created, a dracolich chooses a gem that becomes the anchor for its spirit and binds the deathless dragon to the world. So long as a dracolich is on the same plane of existence as its soul gem, the dracolich can survive the destruction of its physical body. Its spirit retreats into the gem if the dracolich's body is destroyed, and the monster might one day regain its terrifying form. Dracoliches often sequester their soul gems within meaningful treasure from their hoard or in unassuming baubles. Roll on or choose a result from the Dracolich Soul Gem Vessels table to inspire what holds a dracolich's soul gem.\n\nDracolich Soul Gem Vessels:\n1d10 | A Dracolich's Soul Gem Is Hidden In...\n1 | Another dragon's treasure hoard.\n2 | The body of a servant or an ancestor.\n3 | The core of a dracolich's melted hoard.\n4 | A corrupted dragon egg.\n5 | A dragon horn a hero took as a trophy.\n6 | A nation's royal or religious treasure.\n7 | A powerful magic item.\n8 | A source of magical wonders, such as a giant tree or mystical pool.\n9 | The vault of an archdevil, a wicked god, or another extraplanar villain.\n10 | The weapon that slew the dracolich.\n\nSource:\tMonster Manual (2024) p. 102\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 102","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"blindsight 60 ft., darkvision 120 ft.","maxHP":225,"currentHP":225,"temporaryHP":0,"armorClass":20,"speed":"40 ft., fly 80 ft., burrow 30 ft.","initiative":12,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+6","proficiencyBonus":6,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"dracolich_multiattack","title":"Multiattack","source":"","description":"The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dracolich_rend","title":"Rend","source":"","description":"Melee Attack Roll: +13, reach 10 ft. Hit: 18 (2d10 + 7) Slashing damage plus 4 (1d8) Necrotic damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":13,"damages":{"Slashing":"2d10+7","Necrotic Damage":"1d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dracolich_necrotic_breath_recharge_56","title":"Necrotic Breath (Recharge 5-6)","source":"","description":"Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 52 (8d12) Necrotic damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Necrotic Breath":"8d12"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dracolich_spellcasting","title":"Spellcasting","source":"","description":"The dracolich casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):\n\n\t\u2022 At will: Detect Magic, Ray of Sickness (level 2 version)\n\t\u2022 1/Day each: Create Undead (level 8 version), Finger of Death","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dracolich_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Dracolich regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dracolich_pounce","title":"Pounce","source":"","description":"The dracolich moves up to half its Speed, and it makes one Rend attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dracolich_sickening_ray","title":"Sickening Ray","source":"","description":"The dracolich uses Spellcasting to cast Ray of Sickness (level 2 version). The dracolich can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dracolich_terrifying_presence","title":"Terrifying Presence","source":"","description":"Wisdom Saving Throw: DC 19, each creature in a 30-foot Emanation originating from the dracolich. Failure: 11 (2d10) Psychic damage, and the target has the Frightened condition until the end of its next turn. Failure or Success: The dracolich can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Psychic":"2d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dracolich_dracolich_lairs","title":"Dracolich Lairs","source":"","description":"A dracolich lurks in a corrupted version of the lair it had in life. The region containing a dracolich's lair is warped by its presence, creating the following effects:\n\nSapping Mist: The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.\n\nSoul Drain: Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.\n\nIf the dracolich is destroyed or moves its lair elsewhere, these effects end immediately. The effects resume if the dracolich gains a new body (see its Soul Gem trait).","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"dracolich_treasure","name":"Treasure","description":"Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"dracolich_size","name":"Size","description":"Huge, Gargantuan","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"dracolich_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the dracolich fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"dracolich_life_suppression","name":"Life Suppression","description":"Creatures within 60 feet of the dracolich can't regain Hit Points.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"dracolich_magic_resistance","name":"Magic Resistance","description":"The dracolich has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"dracolich_soul_gem","name":"Soul Gem","description":"The dracolich has a magical gem. If the dracolich is destroyed while the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20 days, regaining all its Hit Points and appearing within 5 feet of the gem.\n\tThe gem is a Tiny object that has AC 20; HP 50; and Immunity to Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit Points. If the gem is destroyed, the dracolich can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP and by expending 5,000 GP, which the ritual consumes.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"ray_of_sickness","title":"Ray of Sickness","source":"You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.","level":1,"school":"Necromancy","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d8","2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["Druid (Circle of the Land) (Tropical)","School: Necromancy","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":true,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"create_undead","title":"Create Undead","source":"You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).\n\tAs a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\n\tThe 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 before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.","level":6,"school":"Necromancy","castingTime":"1 minute","range":"10 feet","duration":"Instantaneous","description":"You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).\n\tAs a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.\n\tThe 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 before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.","atHigherLevels":"Using a Higher-Level Spell Slot: If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.","prepared":false,"roll":{},"tags":["School: Necromancy","Cleric","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"one 150+ GP black onyx stone for each corpse","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"finger_of_death","title":"Finger of Death","source":"You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.\n\tA Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.","level":7,"school":"Necromancy","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You unleash negative energy toward a creature you can see within range. 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Roll on or choose a result from the Drider Metamorphoses table to inspire how supernatural driders come into being.\n\nDrider Metamorphoses:\n1d6 | The Drider Gained Its Form As...\n1 | A blessing from a deity of assassins, dangerous wildernesses, or the Underdark.\n2 | A curse from a powerful hag, vengeful witch, or strange Artifact.\n3 | An experiment by an aboleth, a mind flayer, or another life-shaping magic-user.\n4 | A magical means of escaping disaster or some worse fate.\n5 | A mutation after exposure to chaotic planar energies or strange Underdark radiations.\n6 | A punishment from a spiteful god, like Lolth or the Queen of Air and Darkness.\n\nSource:\tMonster Manual (2024) p. 105\n\nEnvironment: forest, underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 105","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 120 ft.","maxHP":123,"currentHP":123,"temporaryHP":0,"armorClass":19,"speed":"30 ft., climb 30 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Elvish","Undercommon"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"drider_multiattack","title":"Multiattack","source":"","description":"The drider makes three attacks, using Foreleg or Poison Burst in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"drider_foreleg","title":"Foreleg","source":"","description":"Melee Attack Roll: +7, reach 10 ft. 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Hit: 13 (3d6 + 3) Poison damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":6,"damages":{"Poison":"3d6+3"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"drider_magic_of_the_spider_queen_recharge_56_bonus_action","title":"Magic of the Spider Queen (Recharge 5-6) (Bonus Action)","source":"","description":"The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"drider_treasure","name":"Treasure","description":"Armaments: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"drider_sunlight_sensitivity","name":"Sunlight Sensitivity","description":"While in sunlight, the drider has Disadvantage on ability checks and attack rolls.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal 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Darkvision can't see through it, and nonmagical light can't illuminate it.\n\tAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\tIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.","level":2,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\tAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\tIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Evocation","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"bat fur and a piece of coal","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"faerie_fire","title":"Faerie Fire","source":"Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\n\tAttack rolls against an affected creature or object have Advantage if the attacker can see it.","level":1,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.\n\tAttack rolls against an affected creature or object have Advantage if the attacker can see it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Warlock (Archfey Patron)","School: Evocation","Bard","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"web","title":"Web","source":"You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\n\tIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\n\tThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\n\tA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\n\tThe webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.","level":2,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 hour","description":"You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\n\tIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\n\tThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\n\tA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\n\tThe webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.","atHigherLevels":"","prepared":false,"roll":{"base":"2d4"},"tags":["Druid (Circle of the Land) (Tropical)","School: Conjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of spiderweb","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"6fd41a91-d5ef-4d15-8c5f-5e8836a41c5d","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":10,"Dexterity":12,"Constitution":13,"Intelligence":12,"Wisdom":16,"Charisma":11},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Druids use primal magic, traditional teachings, and bonds with animals and eldritch beings to guard the natural world and heal its ills. These magic-users might be recluses devoted to a particular land, or they might be part of a mystic organization. Roll on or choose a result from the Druidic Traditions table to inspire a druid's magical practices.\n\nDruid Traditions:\n1d6 | The Druid Is...\n1 | An avenger who strikes against destructive civilizations and those who abuse nature.\n2 | A guide who aids travelers in navigating the realms of Beasts, Fey, or Plants.\n3 | A hermit who works alone to protect the lands, seas, or skies they call home.\n4 | A mender who travels the world healing natural, magical, or manufactured disasters.\n5 | Part of a loose organization that adheres to timeless rituals and guards natural secrets.\n6 | A warden who minds the underpinnings of reality and protects against extraplanar threats.\n\nSource:\tMonster Manual (2024) p. 106\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 106","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":44,"currentHP":44,"temporaryHP":0,"armorClass":13,"speed":"30 ft.","initiative":1,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common","Druidic","Sylvan"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"druid_multiattack","title":"Multiattack","source":"","description":"The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"druid_vine_staff","title":"Vine Staff","source":"","description":"Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Bludgeoning":"1d8+3","Poison Damage":"1d4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"druid_verdant_wisp","title":"Verdant Wisp","source":"","description":"Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Radiant":"3d6"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"druid_spellcasting","title":"Spellcasting","source":"","description":"The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):\n\n\t\u2022 At will: Druidcraft, Speak with Animals\n\t\u2022 2/Day each: Entangle, Thunderwave\n\t\u2022 1/Day each: Animal Messenger, Longstrider, Moonbeam","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"druid_gear","name":"Gear","description":"Studded Leather Armor","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"druid_treasure","name":"Treasure","description":"Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.\nRelics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"druid_size","name":"Size","description":"Small, Medium","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"druidcraft","title":"Druidcraft","source":"Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_animals","title":"Speak with Animals","source":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","level":1,"school":"Divination","castingTime":"Action","range":"Self","duration":"10 minute","description":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of the Ancients)","School: Divination","Ritual Caster","Bard","Druid","Ranger","Warlock"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"entangle","title":"Entangle","source":"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","level":1,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thunderwave","title":"Thunderwave","source":"You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.\n\tIn addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.","level":1,"school":"Evocation","castingTime":"Action","range":"15 feet","duration":"Instantaneous","description":"You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.\n\tIn addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d8","2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["Druid (Circle of the Sea)","School: Evocation","Bard","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"animal_messenger","title":"Animal Messenger","source":"A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \"a person dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\n\tWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.","level":2,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \"a person dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.\n\tWhen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell's duration increases by 48 hours for each spell slot level above 2.","prepared":false,"roll":{},"tags":["School: Enchantment","Ritual Caster","Bard","Druid","Ranger"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a morsel of food","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"longstrider","title":"Longstrider","source":"You touch a creature. The target's Speed increases by 10 feet until the spell ends.","level":1,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch a creature. The target's Speed increases by 10 feet until the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Bard","Druid","Ranger","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of dirt","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"moonbeam","title":"Moonbeam","source":"A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.\n\tWhen the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.","level":2,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.\n\tWhen the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 2.","prepared":false,"roll":{"2":"2d10","3":"3d10","4":"4d10","5":"5d10","6":"6d10","7":"7d10","8":"8d10","9":"9d10"},"tags":["Druid (Circle of the Moon)","Paladin (Oath of the Ancients)","School: Evocation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a moonseed leaf","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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Most of these elusive beings have a special connection with one plant or a natural sanctuary that they protect. Some also share physical similarities with the plants they're most connected to. Dryads might sicken or die if their plant or sanctuary is destroyed, recovering only if it is healed or magically replaced. Roll on or choose an option from the Dryad Sanctuaries table to inspire a dryad's bond.\n\nDryad Sanctuaries:\n1d6 | The Dryad Dwells in and Protects...\n1 | An acres-large clonal colony\u2014a stand of identical, interconnected trees.\n2 | A fortresslike tree, like a baobab or sequoia.\n3 | A living lock\u2014a plant that seals evil below or blocks the path to a dungeon.\n4 | A lonely tree that stands atop a windswept mountain or amid a petrified forest.\n5 | A plant with magic fruit or remarkable seeds.\n6 | A shambling mound or treant that the dryad lives in or around as a Fey symbiote.\n\nSource:\tMonster Manual (2024) p. 107\n\nEnvironment: forest","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 107","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"darkvision 60 ft.","maxHP":22,"currentHP":22,"temporaryHP":0,"armorClass":16,"speed":"30 ft.","initiative":1,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Elvish","Sylvan"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"dryad_multiattack","title":"Multiattack","source":"","description":"The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dryad_vine_lash","title":"Vine Lash","source":"","description":"Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":6,"damages":{"Slashing":"1d8+4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"dryad_thorn_burst","title":"Thorn Burst","source":"","description":"Ranged Attack Roll: +6, range 60 ft. 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On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.","level":4,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"1 hour","description":"One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. 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The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. 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They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","level":1,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. 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If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\tCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.","level":1,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"5617ffb3-1828-43ff-b141-4b199f097c30","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":22,"Dexterity":12,"Constitution":24,"Intelligence":16,"Wisdom":15,"Charisma":19},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Efreet burn with the energy and unpredictability of fire. Their innate magic allows them to conjure flames from nothing and shape treasures within magical infernos. Many efreet have wicked reputations, as their fickle natures and love for dramatic conflagrations can be destructive. Other efreet delight in fire's beauty, be it the delicacy of a candle flame or the shared wonder of fireworks. These genies might aid mortals in exchange for treasures or the liberation of captive Elementals.\n\tOn many worlds, efreet dwell in sweltering deserts and volcanic regions. Those that make their homes on the Elemental Plane of Fire create incredible cities among seas of flame and molten minerals. Eclipsing all of these is the storied City of Brass, a gleaming metropolis that is one of the most wondrous cities in the multiverse. Here, magic tempers the plane's extreme heat, making the City of Brass a hub of trade between planes of existence.\n\nSource:\tMonster Manual (2024) p. 109\n\nEnvironment: desert, planar (elemental plane of fire)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 109","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"darkvision 120 ft.","maxHP":212,"currentHP":212,"temporaryHP":0,"armorClass":17,"speed":"40 ft., fly 60 ft.(hover)","initiative":1,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Primordial (Ignan)"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"efreeti_multiattack","title":"Multiattack","source":"","description":"The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"efreeti_heated_blade","title":"Heated Blade","source":"","description":"Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":10,"damages":{"Slashing":"2d6+6","Fire Damage":"2d12"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"efreeti_hurl_flame","title":"Hurl Flame","source":"","description":"Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":8,"damages":{"Fire":"7d6"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"efreeti_spellcasting","title":"Spellcasting","source":"","description":"The efreeti casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):\n\n\t\u2022 At will: Detect Magic, Elementalism\n\t\u2022 1/Day each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"efreeti_treasure","name":"Treasure","description":"Armaments: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"efreeti_elemental_restoration","name":"Elemental Restoration","description":"If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"efreeti_magic_resistance","name":"Magic Resistance","description":"The efreeti has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"efreeti_wishes","name":"Wishes","description":"The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for 365 days.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"elementalism","title":"Elementalism","source":"You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Sorcerer","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"gaseous_form","title":"Gaseous Form","source":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of gauze","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"major_image","title":"Major Image","source":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tongues","title":"Tongues","source":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","level":3,"school":"Divination","castingTime":"Action","range":"Touch","duration":"1 hour","description":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Touch Spells","Bard","Cleric","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"a miniature ziggurat","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wall_of_fire","title":"Wall of Fire","source":"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\tWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\tOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.","level":4,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\tWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\tOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 4.","prepared":false,"roll":{"4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["Cleric (Light Domain)","Warlock (Celestial Patron)","Warlock (Fiend Patron)","School: Evocation","Druid","Sorcerer","Wizard","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of charcoal","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":true,"Charisma":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Charisma":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Charisma":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"17d10+119","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Large","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"elemental (genie)","cr":11,"vulnerabilities":[],"resistances":[],"immunities":["Fire"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.682","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"elemental_cataclysm_monster","sourceCharacterId":null,"name":"Elemental Cataclysm","species":{"id":"elemental_(titan)","name":"elemental (titan)","description":"","size":"Gargantuan","speed":"60 ft., fly 80 ft.(hover), burrow 60 ft., swim 80 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"elemental 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"9c666a5a-54a6-479b-bc30-4f972c5a3ba3","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":26,"Dexterity":19,"Constitution":27,"Intelligence":9,"Wisdom":14,"Charisma":9},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Source:\tMonster Manual (2024) p. 111\n\nEnvironment: planar (elemental chaos)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 111","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic neutral","senses":"truesight 150 ft.","maxHP":370,"currentHP":370,"temporaryHP":0,"armorClass":20,"speed":"60 ft., fly 80 ft.(hover), burrow 60 ft., swim 80 ft.","initiative":18,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+7","proficiencyBonus":7,"languages":["Primordial"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"elemental_cataclysm_multiattack","title":"Multiattack","source":"","description":"The cataclysm makes two Elemental Burst attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"elemental_cataclysm_elemental_burst","title":"Elemental Burst","source":"","description":"Melee or Ranged Attack Roll: +15, reach 30 ft. or range 150 ft. Hit: 25 (5d6 + 8) damage of a type chosen by the cataclysm: Acid, Cold, Fire, Lightning, or Thunder.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":15,"damages":{"Bludgeoning":"5d6+8"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"elemental_cataclysm_cataclysmic_event_recharge_46","title":"Cataclysmic Event (Recharge 4-6)","source":"","description":"The cataclysm creates one of the following effects at random (roll 1d4):\n\nCataclysm:\nd4 | Effect\n1 | Clinging Flames: Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. Failure: 45 (13d6) Fire damage. Success: Half damage. Failure or Success: The target starts burning.\n2 | Freezing Waves. Strength Saving Throw: DC 23, each creature in a 90-foot Cone. Failure: 22 (5d8) Bludgeoning damage plus 22 (5d8) Cold damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The target's Speed is reduced to 0 until the end of its next turn.\n3 | Raging Storm: A storm cloud fills a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. The cloud lasts for 1 minute or until the cataclysm uses Cataclysmic Event again. Creatures entirely in the cloud have the Blinded and Deafened conditions and can't cast spells with a Verbal component. Dexterity Saving Throw: DC 23, each creature that enters the cloud for the first time on a turn or starts its turn there. Failure: 18 (4d8) Lightning damage plus 18 (4d8) Thunder damage. Success: Half damage.\n4 | Swallowing Earth: Strength Saving Throw: DC 23, each creature in a 90-foot Cube originating from a point on the ground within 150 feet. Failure: 18 (4d8) Bludgeoning damage plus 18 (4d8) Acid damage, and the target has the Prone condition and is buried under rubble. A buried target has the Restrained condition, has Total Cover, and is suffocating. As an action, a buried creature or another creature within 5 feet of it can make a DC 18 Strength (Athletics) check. On a successful check, the creature is no longer buried. 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Only one legendary action can be used at a time and only at the end of another creature's turn. 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You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. 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Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons\u2014deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.\n\nCultist Agendas:\n1d6 | The Cultist Strives To...\n1 | Bring about the end of a dominant order, an age, or the world.\n2 | Burn away the comfortable lies of reality, revealing forgotten or terrible truths.\n3 | Expand their faith through mind control or supernatural coercion.\n4 | Make global changes, like sinking the land or awakening volcanoes.\n5 | Remake life on a mass scale, altering other creatures' bodies or spiritual beings.\n6 | Summon their deity or its herald, weapon, or realm into their world.\n\nOccult Symbols:\nCults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.\n\nCult Symbols:\n1d10 | The Symbol Is... Depicted As...\n1 | An alchemical sign A calendar or map\n2 | An animal A crest or as heraldry\n3 | A celestial body An elaborate diagram\n4 | A deity's icon A metaphorical image\n5 | An element A mystical being\n6 | An eye Part of an equation\n7 | A geometric shape A repeating pattern\n8 | A letter or number A series of scratches\n9 | Part of a monster A simple pictogram\n10 | A skull A weapon or tool\n\nCult Members:\nCults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. Any cult might have the following sorts of members.\n\nTypes of Cultists:\nCults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship.\n\nElemental Cultist:\nElemental cultists harness destructive natural forces to cleanse the world of civilization or prove the dominance of one element over all others. 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Hit: 25 (6d6 + 4) damage of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Bludgeoning":"6d6+4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"elemental_cultist_elemental_claw","title":"Elemental Claw","source":"","description":"Ranged Attack Roll: +7, range 120 ft. 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Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"empyrean_monster","sourceCharacterId":null,"name":"Empyrean","species":{"id":"varies_(titan)","name":"varies (titan)","description":"","size":"Huge","speed":"50 ft., fly 50 ft.(hover), swim 50 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"varies (titan)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"21d12+210","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Empyrean","description":"","type":"varies (titan)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"055fe32c-414e-4d50-9b5b-5c133f13c364","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":30,"Dexterity":21,"Constitution":30,"Intelligence":21,"Wisdom":22,"Charisma":27},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Empyreans are the spawn of deities. While not gods themselves, they possess divine influence and powers related to their divine parents. Some empyreans are near-demigods with fantastic might and the power to reshape mortal lives. Others are little more than divine thoughts or moments of immortal attention made manifest. Whether empyreans are idealized beings or vestiges of divinity, their appearances are influenced by their creators. Roll on or choose a result from the Empyrean Influences table to inspire what aspects of an empyrean's heritage manifest in its physical form.\n\nEmpyrean Influences:\n1d6 | The Empyrean Has Features That Are...\n1 | Balanced, naturalistic, or suggestive of watching eyes.\n2 | Colorful, shadowy, or fluid or that vary depending on the viewer.\n3 | Comforting and gentle or that remind viewers of pleasant memories.\n4 | Disconnected parts, visible thoughts, or errant shapes.\n5 | Machinelike, stoic, symmetrical, or suggestive of judgment.\n6 | Morbid, menacing, or monstrous or that embody the viewer's fears.\n\nEmpyrean:\nInheritors of divine might, empyreans are idealized, human-shaped beings of godly power. These beings might have relationships with their creators akin to those of parents and their children, royalty and their servants, inventors and their creations, or other bonds. Empyreans' existences are fundamentally influenced by their patrons and their connection to the heavenly deities of the Upper Planes or the fiendish deities of the Lower Planes. Nevertheless, empyreans have free will.\n\tCelestial empyreans are typically noble beings who quest to prove themselves worthy of their divine pedigree. Many work in the service of their parents or support those gods' causes and champions.\n\tFiendish empyreans are usually dreadful, self-serving villains who seek to claim their parents' power. Some forge unholy armies or rule over hidden realms in mockery of true gods, while others might seek to escape their accursed families.\n\nSource:\tMonster Manual (2024) p. 113\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 113","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"truesight 120 ft.","maxHP":346,"currentHP":346,"temporaryHP":0,"armorClass":22,"speed":"50 ft., fly 50 ft.(hover), swim 50 ft.","initiative":19,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+7","proficiencyBonus":7,"languages":["all"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"empyrean_multiattack","title":"Multiattack","source":"","description":"The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"empyrean_sacred_weapon","title":"Sacred Weapon","source":"","description":"Melee Attack Roll: +17, reach 10 ft. Hit: 31 (6d6 + 10) Force damage, and the target has the Stunned condition until the start of the empyrean's next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":17,"damages":{"Force":"6d6+10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"empyrean_divine_ray","title":"Divine Ray","source":"","description":"Ranged Attack Roll: +15, range 600 ft. Hit: 35 (6d8 + 8) Necrotic or Radiant damage (empyrean's choice).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":15,"damages":{"Bludgeoning":"6d8+8"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"empyrean_spellcasting","title":"Spellcasting","source":"","description":"The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23):\n\n\t\u2022 At will: Calm Emotions, Greater Restoration, Pass without Trace, Water Breathing\n\t\u2022 1/Day each: Commune, Dispel Evil and Good, Plane Shift","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"empyrean_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Empyrean can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. 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The empyrean can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bludgeoning":"1d20"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"empyrean_shockwave_of_glory","title":"Shockwave of Glory","source":"","description":"Constitution Saving Throw: DC 23, each creature in a 30-foot Emanation originating from the empyrean. Failure: 27 (6d8) Force damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The empyrean can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Force":"6d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"empyrean_smite","title":"Smite","source":"","description":"The empyrean makes one Divine Ray attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"empyrean_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"empyrean_type","name":"Type","description":"Choose: celestial, fiend,","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"empyrean_legendary_resistance_4day","name":"Legendary Resistance (4/Day)","description":"If the empyrean fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"empyrean_magic_resistance","name":"Magic Resistance","description":"The empyrean has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"calm_emotions","title":"Calm Emotions","source":"Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\t\u2022 The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\n\t\u2022 The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\t\u2022 The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\n\t\u2022 The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Archfey Patron)","School: Enchantment","Bard","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"greater_restoration","title":"Greater Restoration","source":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","level":5,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"diamond dust worth 100+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"pass_without_trace","title":"Pass without Trace","source":"You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.","level":2,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Abjuration","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"ashes from burned mistletoe","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"water_breathing","title":"Water Breathing","source":"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","level":3,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Sea)","School: Transmutation","Ritual Caster","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a short reed","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"commune","title":"Commune","source":"You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\tDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","level":5,"school":"Divination","castingTime":"1 minute","range":"Self","duration":"1 minute","description":"You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\tDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","School: Divination","Ritual Caster","Cleric"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_evil_and_good","title":"Dispel Evil and Good","source":"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment: As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal: As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","level":5,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment: As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal: As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"powdered silver and iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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While not gods themselves, they possess divine influence and powers related to their divine parents. Some empyreans are near-demigods with fantastic might and the power to reshape mortal lives. Others are little more than divine thoughts or moments of immortal attention made manifest. Whether empyreans are idealized beings or vestiges of divinity, their appearances are influenced by their creators. Roll on or choose a result from the Empyrean Influences table to inspire what aspects of an empyrean's heritage manifest in its physical form.\n\nEmpyrean Influences:\n1d6 | The Empyrean Has Features That Are...\n1 | Balanced, naturalistic, or suggestive of watching eyes.\n2 | Colorful, shadowy, or fluid or that vary depending on the viewer.\n3 | Comforting and gentle or that remind viewers of pleasant memories.\n4 | Disconnected parts, visible thoughts, or errant shapes.\n5 | Machinelike, stoic, symmetrical, or suggestive of judgment.\n6 | Morbid, menacing, or monstrous or that embody the viewer's fears.\n\nEmpyrean Iota:\nEmpyrean iotas are the thoughts, memories, or indirect attentions of deities personified and given a measure of autonomy. Resembling floating glyphs, motes of color, icons of divinity, or stranger shapes, these beings are messengers of the gods and aides to those gods' servants. 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These fallen angels exact a merciless form of divine justice, hunting down oath breakers and dragging the rightfully damned to the Nine Hells in the grip of their magical ropes. Few ever glimpse what lies within these devils' armored exteriors, and erinyes ensure that those who do can never speak of what they've seen.\n\nErinyes often serve archdevils and guard the order of the Nine Hells against trespassers and escapees. Although they're prone to wrathful outbursts, erinyes cooperate well with other devils. They sometimes hunt in trios with other erinyes, forging infamous reputations for themselves.\n\nWhen not in the service of a diabolical master, erinyes hunt wicked souls. They pursue quarries relentlessly, across the multiverse and for ages if need be. While they might be summoned to serve evil magic-users, erinyes also listen for oaths and curses sworn in their names. In rare cases, wronged mortals who call out with just rage might be heard by an erinyes who appears to take vengeance on their behalf. Once erinyes are so summoned, they won't leave without claiming the soul of either their quarry or the mortal who summoned them.\n\nSource:\tMonster Manual (2024) p. 114\n\nEnvironment: planar (nine hells)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 114","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"truesight 120 ft.","maxHP":178,"currentHP":178,"temporaryHP":0,"armorClass":18,"speed":"30 ft., fly 60 ft.","initiative":7,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Infernal; telepathy 120 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"erinyes_multiattack","title":"Multiattack","source":"","description":"The erinyes makes three Withering Sword attacks and can use Entangling Rope.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"erinyes_withering_sword","title":"Withering Sword","source":"","description":"Melee Attack Roll: +8, reach 5 ft. 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An ettin head might have its own name, or both heads might refer to themselves as a single being\u2014either with one name or a portmanteau of two.\n\tRoll on or choose a result from the Ettin Interactions table to inspire how an ettin's heads are interacting when the creature is encountered.\n\nEttin Interactions:\n1d8 | The Ettin's Heads Are...\n1 | Amping up one another in preparation for a conflict or challenge.\n2 | Arguing over plans for battle, dinner, or how to spend the day.\n3 | Criticizing one another as they perform separate tasks.\n4 | Engaged in a staring contest.\n5 | Making polite small talk as if they were meeting for the first time.\n6 | Performatively ignoring one another.\n7 | Talking over an increasingly convoluted plot.\n8 | Trying to keep one another awake.\n\nSource:\tMonster Manual (2024) p. 116\n\nEnvironment: hill, mountain, underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 116","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 60 ft.","maxHP":85,"currentHP":85,"temporaryHP":0,"armorClass":12,"speed":"40 ft.","initiative":-1,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Giant"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"ettin_multiattack","title":"Multiattack","source":"","description":"The ettin makes one Battleaxe attack and one Morningstar attack.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ettin_battleaxe","title":"Battleaxe","source":"","description":"Melee Attack Roll: +7, reach 5 ft. 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For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","level":4,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 minute","description":"A creature you touch has the Invisible condition until the spell ends.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Ranger (Gloom Stalker)","Warlock (Archfey Patron)","School: Illusion","Touch Spells","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dancing_lights","title":"Dancing Lights","source":"You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\tAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.","level":0,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\tAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of phosphorus","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":true,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"6d4+6","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Tiny","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"dragon","cr":1,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.709","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"fiend_cultist_monster","sourceCharacterId":null,"name":"Fiend Cultist","species":{"id":"humanoid","name":"humanoid","description":"","size":"Small","speed":"30 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"humanoid","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"17d8+51","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Fiend Cultist","description":"","type":"humanoid","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"7c52b862-df24-43d3-bb84-bd465701ff39","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":19,"Dexterity":15,"Constitution":16,"Intelligence":12,"Wisdom":18,"Charisma":10},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons\u2014deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.\n\nCultist Agendas:\n1d6 | The Cultist Strives To...\n1 | Bring about the end of a dominant order, an age, or the world.\n2 | Burn away the comfortable lies of reality, revealing forgotten or terrible truths.\n3 | Expand their faith through mind control or supernatural coercion.\n4 | Make global changes, like sinking the land or awakening volcanoes.\n5 | Remake life on a mass scale, altering other creatures' bodies or spiritual beings.\n6 | Summon their deity or its herald, weapon, or realm into their world.\n\nOccult Symbols:\nCults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.\n\nCult Symbols:\n1d10 | The Symbol Is... Depicted As...\n1 | An alchemical sign A calendar or map\n2 | An animal A crest or as heraldry\n3 | A celestial body An elaborate diagram\n4 | A deity's icon A metaphorical image\n5 | An element A mystical being\n6 | An eye Part of an equation\n7 | A geometric shape A repeating pattern\n8 | A letter or number A series of scratches\n9 | Part of a monster A simple pictogram\n10 | A skull A weapon or tool\n\nCult Members:\nCults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. Any cult might have the following sorts of members.\n\nTypes of Cultists:\nCults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship.\n\nFiend Cultist:\nFiend cultists worship fiends or evil deities. They often work to bring ruin to innocents or to summon their sinister patron into the world. Fiend cultists might serve infamous powers such as archdevils and demon lords, or foul immortals\u2014beings such as Demogorgon, Pazuzu, Iuz, Zariel, or Zuggtmoy.\n\nSource:\tMonster Manual (2024) p. 87\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 87","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 90 ft. (unimpeded by magical darkness)","maxHP":127,"currentHP":127,"temporaryHP":0,"armorClass":16,"speed":"30 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Abyssal","Common","Infernal"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"fiend_cultist_multiattack","title":"Multiattack","source":"","description":"The cultist makes three Pact Axe attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"fiend_cultist_pact_axe","title":"Pact Axe","source":"","description":"Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Slashing damage plus 13 (3d8) Fire damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Slashing":"1d12+4","Fire Damage":"3d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"fiend_cultist_spellcasting","title":"Spellcasting","source":"","description":"The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):\n\n\t\u2022 At will: Scorching Ray (level 5 version), Thaumaturgy\n\t\u2022 2/Day: Fireball (level 6 version)","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"fiend_cultist_hellish_rebuke","title":"Hellish Rebuke","source":"","description":"The cultist casts Hellish Rebuke in response to that spell's trigger, using the same spellcasting ability as Spellcasting.","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"fiend_cultist_gear","name":"Gear","description":"Breastplate","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal 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If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. 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Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","level":3,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"19f14091-dae4-4075-b8ff-7f953473d9ac","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":10,"Dexterity":17,"Constitution":16,"Intelligence":6,"Wisdom":10,"Charisma":7},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Fire elementals arise when spirits of the Elemental Plane of Fire inhabit flames, burning cinders, and heated smoke. These beings are tangible despite largely being made of flames and particles, and they can uses their vague limbs to ignite foes and flammable materials. Fire elementals typically burn in shades of orange and red, but other colors are possible. Most on the Material Plane are summoned by magical means, or they might appear near rifts amid desert depths, volcanoes, wildfires, or magma flows that connect to their home plane.\n\nFire elementals might burn in distinctive ways. Roll on or choose a result from the Fire Elemental Compositions table to inspire a fire elemental's features.\n\nFire Elemental Compositions:\n1d8 | The Fire Elemental's Body Features...\n1 | Colorful, superheated gases.\n2 | A column of diabolical or divine flame.\n3 | Crackling shapes that look like animals, fiends, skeletons, sprites, or other beings.\n4 | Flames that are predominantly white, blue, or a more unusual color.\n5 | The form of a calm or tormented humanoid.\n6 | Smoke that forms eerie shapes or symbols.\n7 | Soot that smells like cedar, cloves, incense, or burning meat.\n8 | Swirls of cinders and burning debris.\n\nSource:\tMonster Manual (2024) p. 118\n\nEnvironment: desert, planar (elemental plane of fire)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 118","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"darkvision 60 ft.","maxHP":93,"currentHP":93,"temporaryHP":0,"armorClass":13,"speed":"50 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Primordial (Ignan)"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"fire_elemental_multiattack","title":"Multiattack","source":"","description":"The elemental makes two Burn attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"fire_elemental_burn","title":"Burn","source":"","description":"Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":6,"damages":{"Fire":"2d6+3"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"fire_elemental_fire_aura","name":"Fire Aura","description":"At the end of each of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"fire_elemental_fire_form","name":"Fire Form","description":"The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's space and stop there. 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They rise from the remains of dead\nmagic-users who were reanimated by sinister necromancers or whose magical\npursuits drive them beyond death. Flameskulls might serve as guardians for their\ncreators or pursue ambitions left unfulfilled in life. They lash out at foes with\ndestructive spells and bursts of fire, wielding magic without the need for most\ncomponents.\nFlameskulls take various forms, from skulls with humanlike features to ones with\nfearsome or bestial alterations. Their flames vary in color and grow more intense\nwhen they're angry. 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Hit: 13 (3d6 + 3) Fire damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Fire":"3d6+3"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flameskull_spellcasting","title":"Spellcasting","source":"","description":"The flameskull casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 13):\n\n\t\u2022 At will: Mage Hand\n\t\u2022 2/Day: Magic Missile (level 2 version)\n\t\u2022 1/Day: Fireball","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"flameskull_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. 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Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","level":3,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. 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Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.\n\nSkeleton Pantomimes:\n1d6 | Left to Its Own Devices, the Skeleton...\n1 | Delivers meal salvers or ages-old correspondence to the crypt of its dead master.\n2 | Endlessly trains in battle with other skeletons, despite being hacked to animate splinters.\n3 | Mimics ways it entertained itself in life, such as acting, dancing, or reading.\n4 | Performs a familiar task, such as cleaning, cooking, mining, or praying.\n5 | Repeats its final moments of life.\n6 | Stands guard at the post it protected in life.\n\nFlaming Skeleton:\nFlaming skeletons burn with unbridled necromantic energy. This magic grants them blazing attacks and greater awareness, which they use to command lesser Undead.\n\nSource:\tMonster Manual (2024) p. 283\n\nEnvironment: planar (shadowfell), underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 283","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"darkvision 60 ft.","maxHP":65,"currentHP":65,"temporaryHP":0,"armorClass":15,"speed":"30 ft.","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["understands Common plus one other language but can't speak"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"flaming_skeleton_multiattack","title":"Multiattack","source":"","description":"The skeleton makes two attacks, using Flame Scepter or Hurl Flame in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flaming_skeleton_flame_scepter","title":"Flame Scepter","source":"","description":"Melee Attack Roll: +4, reach 5 ft. 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Hit: 7 (1d10 + 2) Fire damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":4,"damages":{"Fire":"1d10+2"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"flaming_skeleton_death_burst","name":"Death Burst","description":"The skeleton explodes when it dies. Dexterity Saving Throw: DC 12, each creature in a 10-foot Emanation originating from the skeleton. Failure: 14 (4d6) Fire damage. Success: Half damage.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal 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They serve their reckless creators, but many possess disjointed memories and instincts from their component parts. If wounded, these golems might go berserk and vent their confusion on anything in their sight, including their creators.\n\tFlesh golems appear in varied forms. Roll on or choose a result from the Flesh Golem Characteristics table to inspire a flesh golem's features.\n\nFlesh Golem Characteristics:\n1d6 | The Flesh Golem Has...\n1 | Animal parts among its humanlike pieces.\n2 | A disguise of makeup and heavy clothing.\n3 | Missing parts and exposed insides.\n4 | Parts serving unintended roles, like a body composed of dozens of hands.\n5 | Perfect features accented by beautiful stitching.\n6 | Visible mechanisms, bellows, and engines.\n\nSource:\tMonster Manual (2024) p. 121\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 121","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"darkvision 60 ft.","maxHP":127,"currentHP":127,"temporaryHP":0,"armorClass":9,"speed":"30 ft.","initiative":0,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["understands Common plus one other language but can't speak"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"flesh_golem_multiattack","title":"Multiattack","source":"","description":"The golem makes two Slam attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flesh_golem_slam","title":"Slam","source":"","description":"Melee Attack Roll: +7, reach 5 ft. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"flesh_golem_aversion_to_fire","name":"Aversion to Fire","description":"If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"flesh_golem_berserk","name":"Berserk","description":"Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.\n\tThe golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of 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ft.(hover)","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"aberration","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"2d6","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Flumph","description":"","type":"aberration","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"81749dc5-2a12-441a-80b2-47e55290b650","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":6,"Dexterity":15,"Constitution":10,"Intelligence":14,"Wisdom":14,"Charisma":11},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Bizarre creatures with aberrant agendas inhabit the Underdark. Flumphs number among the few that are helpful to strangers.\n\nThese tentacled, telepathic creatures jet through the air in short bursts, venting gases with a sound that gives them their name. Rather than speaking, flumphs communicate telepathically and by changing color to reflect their moods.\n\nFlumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well. Roll on or choose a result from the Flumph Assistance table to inspire what support flumphs provide.\n\nFlumph Assistance:\n1d6 | The Flumph Helps By...\n1 | Cooking a meal of Underdark delicacies.\n2 | Performing a psychic song or \"smell poem.\"\n3 | Recovering and nursing fallen adventurers.\n4 | Revealing the location of helpful magic items.\n5 | Serving as a guide to a foe's hidden lair.\n6 | Sharing excessive encouragement and praise.\n\nFlumph Colors:\nA flumph's extremities change color to reflect its mood. The Flumph Colors and Emotions table summarizes common flumph colors and the human emotions to which they most closely correspond.\n\nFlumph Colors and Emotions:\nColor | Emotion\nBlue, Dark | Sadness\nBlue, Light | Happiness\nGreen | Curiosity\nMagenta | Unknown*\nOrange | Confusion\nPink | Amusement\nPurple | Fear\nRed | Anger\nTeal | Serenity\nYellow | Excitement\n\n*Rarely seen; potentially no human equivalent\n\nSource:\tMonster Manual (2024) p. 122\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 122","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful good","senses":"darkvision 60 ft.","maxHP":7,"currentHP":7,"temporaryHP":0,"armorClass":12,"speed":"5 ft., fly 30 ft.(hover)","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["understands Undercommon but can't speak; telepathy 60 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"flumph_tentacle","title":"Tentacle","source":"","description":"Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Acid damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":4,"damages":{"Acid":"1d4+2"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"flumph_stench_spray_1day","title":"Stench Spray (1/Day)","source":"","description":"Dexterity Saving Throw: DC 10, one creature the flumph can see within 15 feet. Failure: The target is coated in a foul-smelling liquid, exudes a stench for 1d4 hours, and has the Poisoned condition while the stench lasts. Other creatures have the Poisoned condition while in a 5-foot Emanation originating from the coated target. The target can remove the stench on itself if it bathes during a Short or Long Rest.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Stench Spray":"1d4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"flumph_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"flumph_advanced_telepathy","name":"Advanced Telepathy","description":"The flumph perceives the content of any telepathic communication within 60 feet of it.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"flumph_prone_deficiency","name":"Prone Deficiency","description":"If the flumph receives the Prone condition, roll a die. On an odd number, it has the Incapacitated condition. At the end of each of its turns, the flumph makes a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Wings and magic allow their heavy stone bodies to fly, and they often perch where they can blend in amid ornate architecture, rock formations, or mundane statues. Gargoyles usually serve the magic-users who conjured them into their bodies, but if left to their own devices, they might play cruel pranks and steal treasures to hoard in lofty lairs.\n\nGargoyle Ambushes:\nGargoyles have a variety of appearances. Roll on or choose a result from the Gargoyle Sculptures table to inspire how a gargoyle looks.\n\nGargoyle Sculptures:\n1d6 | The Gargoyle Is Sculpted to Appear...\n1 | Cherubic with perpetually smiling features.\n2 | Crudely hewed or naturally formed.\n3 | Damaged or marred by mismatched pieces.\n4 | Dragon-like with polished stone scales.\n5 | Gothically fiendish with horns and a tail.\n6 | Useful, like an ornate podium or a pillar.\n\nGargoyles seek to ambush foes or creatures that trespass on their territories. With no biological needs and supernatural patience, these monsters might wait unmoving for months, revealing themselves only when conditions are perfect to attack. They tend to lurk where statuary seems commonplace or where terrain obscures the shape and color of their bodies. Roll on or choose a result from the Gargoyle Camouflage table to inspire where a gargoyle sets up an ambush.\n\nGargoyle Camouflage:\n1d8 | The Gargoyle Conceals Itself Amid...\n1 | Burls and bark on a giant tree.\n2 | Monuments in a graveyard or memorial.\n3 | Outcroppings on a cliff or rock formation\n4 | The petrified victims of a basilisk or medusa.\n5 | Reliefs on a sculpted gate or wall.\n6 | Rubble in a ruin or junkyard.\n7 | Stalactites or icicles on a cavern ceiling.\n8 | Statuary on a castle, mansion, or temple.\n\nSource:\tMonster Manual (2024) p. 128\n\nEnvironment: underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 128","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 60 ft.","maxHP":67,"currentHP":67,"temporaryHP":0,"armorClass":15,"speed":"30 ft., fly 60 ft.","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Primordial (Terran)"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"gargoyle_multiattack","title":"Multiattack","source":"","description":"The gargoyle makes two Claw attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gargoyle_claw","title":"Claw","source":"","description":"Melee Attack Roll: +4, reach 5 ft. 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If destroyed, a gas spore explodes in a poisonous burst that can infect creatures and slay them in hours. Infected corpses spawn more gas spores that grow to full size in a matter of days.\n\nSource:\tMonster Manual (2024) p. 125\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 125","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"blindsight 30 ft.","maxHP":13,"currentHP":13,"temporaryHP":0,"armorClass":8,"speed":"5 ft., fly 10 ft.(hover)","initiative":-4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"gas_spore_fungus_tendril","title":"Tendril","source":"","description":"Melee Attack Roll: +0, reach 5 ft. 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Constitution Saving Throw: DC 10, each creature in a 20-foot Emanation originating from the gas spore. Failure: The target takes 10 (3d6) Poison damage and has the Poisoned condition for 1d12 hours. Unless the Poisoned condition is removed, the target dies at the end of that time and sprouts 2d4 Tiny Gas Spore Fungi (each with 1 Hit Point). 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They hunger for the vices they enjoyed in life as much as they do for rotting flesh.\n\nGhast Gravecaller:\nGhast gravecallers wield fell magic and converse with corpses. They might pose as liches or vampires.\n\nSource:\tMonster Manual (2024) p. 130\n\nEnvironment: swamp, underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 130","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 120 ft.","maxHP":97,"currentHP":97,"temporaryHP":0,"armorClass":16,"speed":"30 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Abyssal","Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"ghast_gravecaller_multiattack","title":"Multiattack","source":"","description":"The ghast makes two Horrific Necrosis attacks. 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These incorporeal spirits haunt locations that are meaningful to them, lingering until their business is complete or they're put to rest.\n\tGhosts typically appear as semitransparent versions of the creatures they were in life, though some bear evidence of the wounds that killed them or have nightmarish distortions to their forms. Many have extreme reactions to actions, objects, or individuals that remind them of emotionally charged aspects of their lives. Particularly desperate or vengeful ghosts might possess the living to fulfill their ends.\n\nSource:\tMonster Manual (2024) p. 131\n\nEnvironment: underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 131","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"darkvision 60 ft.","maxHP":45,"currentHP":45,"temporaryHP":0,"armorClass":11,"speed":"5 ft., fly 40 ft.(hover)","initiative":1,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common plus one other language"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"ghost_multiattack","title":"Multiattack","source":"","description":"The ghost makes two Withering Touch attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ghost_withering_touch","title":"Withering Touch","source":"","description":"Melee Attack Roll: +5, reach 5 ft. 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Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24 hours.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Psychic":"2d6+3"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"ghost_possession_recharge_6","title":"Possession (Recharge 6)","source":"","description":"Charisma Saving Throw: DC 13, one Humanoid the ghost can see within 5 feet. 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You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\n\tWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\n\tWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\n\tThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.","level":7,"school":"Conjuration","castingTime":"Action","range":"Self","duration":"8 hour","description":"You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\n\tWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\n\tWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\n\tThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Cleric","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Roll on or choose a result from the Gibbering Mouther Nascencies table to inspire what brought one of these horrors into being.\n\nGibbering Mouther Nascencies:\n1d6 | The Gibbering Mouther Is...\n1 | Another creature warped by dangerous magic.\n2 | The autonomous appendage of a chaotic deity, Far Realm entity, or star-spawn horror.\n3 | The experiment of an aberrant manipulator.\n4 | Part of the life cycle of some other Aberration.\n5 | A shape-shifter that lost control of its powers.\n6 | Someone cursed by a cult or vengeful deity.\n\nSource:\tMonster Manual (2024) p. 133\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 133","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic neutral","senses":"darkvision 60 ft.","maxHP":52,"currentHP":52,"temporaryHP":0,"armorClass":9,"speed":"20 ft., swim 20 ft.","initiative":-1,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"gibbering_mouther_bite","title":"Bite","source":"","description":"Melee Attack Roll: +2, reach 5 ft. 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Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. 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Gaunt, humanlike creatures, githyanki have serrated ears and speckled skin ranging through shades of yellow, green, and brown. While some githyanki follow their own paths, many are influenced by a past that forever altered their fates.\n\nHistory of the Gith:\nAges ago, a humanlike people were conquered by an empire of mind flayers. The illithids manipulated this forgotten people through untold horrors, forced evolution, and psychic reshaping. Eventually one named Gith rose from among the captives and led a rebellion against their oppressors. Gith's followers, who became known as the gith, defeated the mind flayers and shattered their vast empire.\n\tThe victory of the gith was short-lived. As Gith was forging her own burgeoning empire, a leader named Zerthimon challenged her. Zerthimon claimed Gith's drive for vengeance and new conquests was evidence of species-wide mental programing laid by the mind flayers, biological manipulation that condemned her people to continued servitude. This claim split the gith into Gith's followers, the githyanki (meaning \"followers of Gith\"), and Zerthimon's followers, the githzerai (meaning \"those who spurn Gith\"), and sparked an ongoing conflict.\n\tWhen Gith perished, her adviser, Vlaakith, assumed rule of the githyanki. Vlaakith's line has continued to the githyanki's current ruler, Vlaakith the LichQueen. This undead tyrant compels her people to wage endless wars against mind flayers, githzerai, and any others that threaten githyanki supremacy.\n\nGithyanki Dracomancer:\nOne of Gith's last deeds was to forge an alliance between the githyanki and the dragon god Tiamat. Ever since, the Dragon Queen's red dragon consort, Ephelomon, and his kind have been allies of the githyanki. Githyanki dracomancers uphold this pact and cultivate magic talents that complement the might of red dragons.\n\nSource:\tMonster Manual (2024) p. 135\n\nEnvironment: planar (astral)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 135","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"blindsight 30 ft.","maxHP":255,"currentHP":255,"temporaryHP":0,"armorClass":18,"speed":"30 ft., fly 30 ft.(hover)","initiative":8,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common","Draconic","Gith"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"githyanki_dracomancer_multiattack","title":"Multiattack","source":"","description":"The githyanki makes three Draconic Strike attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githyanki_dracomancer_draconic_strike","title":"Draconic Strike","source":"","description":"Melee or Ranged Attack Roll: +10, reach 10 ft. or range 120 ft. 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Failure: 27 (6d8) Fire damage plus 27 (6d8) Force damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Conjured Dragon's 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githyanki_dracomancer_spellcasting","title":"Spellcasting","source":"","description":"The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):\n\n\t\u2022 At will: Mage Hand (the hand is Invisible)\n\t\u2022 2/Day each: Nondetection (self only), Plane Shift, 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githyanki_dracomancer_misty_step_3day_bonus_action","title":"Misty Step (3/Day) (Bonus Action)","source":"","description":"The githyanki casts Misty Step, requiring no spell components and using the same spellcasting ability as 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"githyanki_dracomancer_treasure","name":"Treasure","description":"Armaments: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"nondetection","title":"Nondetection","source":"For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.","level":3,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"8 hour","description":"For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Abjuration","Touch Spells","Bard","Ranger","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of diamond dust worth 25+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tongues","title":"Tongues","source":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","level":3,"school":"Divination","castingTime":"Action","range":"Touch","duration":"1 hour","description":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Touch Spells","Bard","Cleric","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"a miniature ziggurat","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"misty_step","title":"Misty Step","source":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","level":2,"school":"Conjuration","castingTime":"Bonus 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Dexterity":false,"Intelligence":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"30d8+120","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"aberration (gith)","cr":16,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.799","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double 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(gith)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"18d8+36","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Githyanki Knight","description":"","type":"aberration (gith)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"d8aaf28d-55db-4c57-a057-a1247592ac1d","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":16,"Dexterity":14,"Constitution":15,"Intelligence":14,"Wisdom":14,"Charisma":15},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Githyanki were once an ordinary people, but the deeds of a vile mind flayer empire etched conflict on their being. Gaunt, humanlike creatures, githyanki have serrated ears and speckled skin ranging through shades of yellow, green, and brown. While some githyanki follow their own paths, many are influenced by a past that forever altered their fates.\n\nHistory of the Gith:\nAges ago, a humanlike people were conquered by an empire of mind flayers. The illithids manipulated this forgotten people through untold horrors, forced evolution, and psychic reshaping. Eventually one named Gith rose from among the captives and led a rebellion against their oppressors. Gith's followers, who became known as the gith, defeated the mind flayers and shattered their vast empire.\n\tThe victory of the gith was short-lived. As Gith was forging her own burgeoning empire, a leader named Zerthimon challenged her. Zerthimon claimed Gith's drive for vengeance and new conquests was evidence of species-wide mental programing laid by the mind flayers, biological manipulation that condemned her people to continued servitude. This claim split the gith into Gith's followers, the githyanki (meaning \"followers of Gith\"), and Zerthimon's followers, the githzerai (meaning \"those who spurn Gith\"), and sparked an ongoing conflict.\n\tWhen Gith perished, her adviser, Vlaakith, assumed rule of the githyanki. Vlaakith's line has continued to the githyanki's current ruler, Vlaakith the LichQueen. This undead tyrant compels her people to wage endless wars against mind flayers, githzerai, and any others that threaten githyanki supremacy.\n\nGithyanki Knight:\nGithyanki knights wield silver blades to slay magic-users who use the Astr al Pr ojection spell to intrude on githyanki territories on the Astral Plane. These silver blades are sacred to the githyanki. Non-githyanki who claim these weapons often find themselves hunted by wrathful githyanki knights.\n\nSource:\tMonster Manual (2024) p. 135\n\nEnvironment: planar (astral)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 135","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"","maxHP":117,"currentHP":117,"temporaryHP":0,"armorClass":18,"speed":"30 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Common","Gith"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"githyanki_knight_multiattack","title":"Multiattack","source":"","description":"The githyanki makes three Silver Sword attacks. It can replace one attack with a use of Spellcasting to cast Telekinesis if available.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githyanki_knight_silver_sword","title":"Silver Sword","source":"","description":"Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 14 (4d6) Psychic damage. Critical Hit: If the target is in an astral body (as with the Astral Projection spell), the githyanki can cut the silvery cord that tethers the target to its material body instead of dealing damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":6,"damages":{"Slashing":"2d6+3","Psychic Damage":"4d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githyanki_knight_spellcasting","title":"Spellcasting","source":"","description":"The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):\n\n\t\u2022 At will: Mage Hand (the hand is Invisible)\n\t\u2022 2/Day each: Nondetection (self only), Tongues\n\t\u2022 1/Day each: Plane Shift, Telekinesis","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githyanki_knight_misty_step_2day_bonus_action","title":"Misty Step (2/Day) (Bonus Action)","source":"","description":"The githyanki casts Misty Step, requiring no spell components and using the same spellcasting ability as Spellcasting.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"githyanki_knight_gear","name":"Gear","description":"Plate Armor","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"nondetection","title":"Nondetection","source":"For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.","level":3,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"8 hour","description":"For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Abjuration","Touch Spells","Bard","Ranger","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of diamond dust worth 25+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tongues","title":"Tongues","source":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","level":3,"school":"Divination","castingTime":"Action","range":"Touch","duration":"1 hour","description":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Touch Spells","Bard","Cleric","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"a miniature ziggurat","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"telekinesis","title":"Telekinesis","source":"You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\nCreature: You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\n\nObject: You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\n\tIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\n\tYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.","level":5,"school":"Transmutation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\nCreature: You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.\n\nObject: You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.\n\tIf the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.\n\tYou can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Transmutation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"misty_step","title":"Misty Step","source":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","level":2,"school":"Conjuration","castingTime":"Bonus Action","range":"Self","duration":"Instantaneous","description":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Temperate)","Paladin (Oath of the Ancients)","Paladin (Oath of Vengeance)","Ranger (Fey 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Hand":false,"Stealth":false,"Survival":false,"Wisdom":true,"Constitution":true,"Intelligence":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Intelligence":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Intelligence":false},"skillModifiers":{"Acrobatics":0,"Animal 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Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"githyanki_warrior_monster","sourceCharacterId":null,"name":"Githyanki Warrior","species":{"id":"aberration_(gith)","name":"aberration (gith)","description":"","size":"Medium","speed":"30 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"aberration 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"5134115a-5295-4dd2-b35c-cce5b7b0936c","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":15,"Dexterity":14,"Constitution":12,"Intelligence":13,"Wisdom":13,"Charisma":10},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Githyanki were once an ordinary people, but the deeds of a vile mind flayer empire etched conflict on their being. Gaunt, humanlike creatures, githyanki have serrated ears and speckled skin ranging through shades of yellow, green, and brown. While some githyanki follow their own paths, many are influenced by a past that forever altered their fates.\n\nHistory of the Gith:\nAges ago, a humanlike people were conquered by an empire of mind flayers. The illithids manipulated this forgotten people through untold horrors, forced evolution, and psychic reshaping. Eventually one named Gith rose from among the captives and led a rebellion against their oppressors. Gith's followers, who became known as the gith, defeated the mind flayers and shattered their vast empire.\n\tThe victory of the gith was short-lived. As Gith was forging her own burgeoning empire, a leader named Zerthimon challenged her. Zerthimon claimed Gith's drive for vengeance and new conquests was evidence of species-wide mental programing laid by the mind flayers, biological manipulation that condemned her people to continued servitude. This claim split the gith into Gith's followers, the githyanki (meaning \"followers of Gith\"), and Zerthimon's followers, the githzerai (meaning \"those who spurn Gith\"), and sparked an ongoing conflict.\n\tWhen Gith perished, her adviser, Vlaakith, assumed rule of the githyanki. Vlaakith's line has continued to the githyanki's current ruler, Vlaakith the LichQueen. This undead tyrant compels her people to wage endless wars against mind flayers, githzerai, and any others that threaten githyanki supremacy.\n\nGithyanki Warrior:\nGithyanki warriors use psionic abilities to augment their battle prowess.\n\nSource:\tMonster Manual (2024) p. 134\n\nEnvironment: planar (astral)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 134","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"","maxHP":49,"currentHP":49,"temporaryHP":0,"armorClass":17,"speed":"30 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common","Gith"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"githyanki_warrior_multiattack","title":"Multiattack","source":"","description":"The githyanki makes two Psi Blade attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githyanki_warrior_psi_blade","title":"Psi Blade","source":"","description":"Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 7 (2d6) Psychic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":4,"damages":{"Slashing":"2d6+2","Psychic Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githyanki_warrior_spellcasting","title":"Spellcasting","source":"","description":"The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:\n\n\t\u2022 At will: Mage Hand (the hand is Invisible)\n\t\u2022 2/Day: Nondetection (self 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"githyanki_warrior_gear","name":"Gear","description":"Half Plate Armor","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"nondetection","title":"Nondetection","source":"For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.","level":3,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"8 hour","description":"For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"a1133d49-1da2-4800-b017-af91c545c640","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":12,"Dexterity":15,"Constitution":12,"Intelligence":13,"Wisdom":14,"Charisma":10},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Githzerai are gaunt, humanlike beings, physically identical to githyanki. They share a history with githyanki as creatures physically and psychically transformed by mind flayers (see the \"Githyanki\" section). Githzerai know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader, Zerthimon, and reshape their minds and bodies to find peace.\n\tGithzerai psychically create serene, hidden sanctuaries in chaotic reaches of the multiverse. Most of these redoubts drift through the chaotic plane of Limbo, but githzerai conclaves can also be found in the Abyss, the Elemental Chaos, and the Feywild. Githzerai create these cloisters to hone their psionic abilities, to gain insights from the multiverse, and to avoid githyanki and mind flayers.\n\nAdventures with Gith:\nCharacters might be drawn into conflicts involving githzerai and githyanki in various ways. Roll on or choose a result from the Gith Conflicts table to inspire adventures featuring these age-old rivals.\n\nGith Conflicts:\n1d8 | The Characters Are...\n1 | Called on to deliver a message or mysterious parcel to or from Vlaakith the Lich Queen.\n2 | Encouraged by a disguised intellect devourer to seek out an elusive gith leader.\n3 | Entreated to aid githzerai fleeing the githyanki who destroyed their sanctuary.\n4 | Entrusted with renewing or disrupting the githyanki's alliance with red dragons.\n5 | Invited to hunt illithids with githyanki.\n6 | Pressed to uncover a gith spy in a planar community or on a spelljamming ship.\n7 | Sent on a quest to discover the last known location of the hero Gith or Zerthimon.\n8 | Tasked with returning the blade of a fallen githyanki knight to the knight's people.\n\nGithzerai Monk:\nGithzerai monks pursue control of their minds by honing their physical and psionic talents. They might be found beyond githzerai sanctuaries, testing themselves amid the dangerous extremes of the multiverse.\n\nSource:\tMonster Manual (2024) p. 136\n\nEnvironment: planar (limbo)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 136","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful neutral","senses":"","maxHP":38,"currentHP":38,"temporaryHP":0,"armorClass":14,"speed":"40 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common","Gith"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"githzerai_monk_multiattack","title":"Multiattack","source":"","description":"The githzerai makes two Psi Strike attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githzerai_monk_psi_strike","title":"Psi Strike","source":"","description":"Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Bludgeoning damage plus 9 (2d8) Psychic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":4,"damages":{"Bludgeoning":"1d8+2","Psychic 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.\nIndividual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"see_invisibility","title":"See Invisibility","source":"For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"1 hour","description":"For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","School: Divination","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of talc","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"jump","title":"Jump","source":"You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.","level":1,"school":"Transmutation","castingTime":"Bonus Action","range":"Touch","duration":"1 minute","description":"You touch a willing creature. 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Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.","level":1,"school":"Abjuration","castingTime":"1 reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell","range":"Self","duration":"1 round","description":"An imperceptible barrier of magical force protects you. 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They share a history with githyanki as creatures physically and psychically transformed by mind flayers (see the \"Githyanki\" section). Githzerai know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader, Zerthimon, and reshape their minds and bodies to find peace.\n\tGithzerai psychically create serene, hidden sanctuaries in chaotic reaches of the multiverse. Most of these redoubts drift through the chaotic plane of Limbo, but githzerai conclaves can also be found in the Abyss, the Elemental Chaos, and the Feywild. Githzerai create these cloisters to hone their psionic abilities, to gain insights from the multiverse, and to avoid githyanki and mind flayers.\n\nAdventures with Gith:\nCharacters might be drawn into conflicts involving githzerai and githyanki in various ways. Roll on or choose a result from the Gith Conflicts table to inspire adventures featuring these age-old rivals.\n\nGith Conflicts:\n1d8 | The Characters Are...\n1 | Called on to deliver a message or mysterious parcel to or from Vlaakith the Lich Queen.\n2 | Encouraged by a disguised intellect devourer to seek out an elusive gith leader.\n3 | Entreated to aid githzerai fleeing the githyanki who destroyed their sanctuary.\n4 | Entrusted with renewing or disrupting the githyanki's alliance with red dragons.\n5 | Invited to hunt illithids with githyanki.\n6 | Pressed to uncover a gith spy in a planar community or on a spelljamming ship.\n7 | Sent on a quest to discover the last known location of the hero Gith or Zerthimon.\n8 | Tasked with returning the blade of a fallen githyanki knight to the knight's people.\n\nGithzerai Psion:\nThese powerful psions oversee githzerai sanctuaries, study enigmatic planar events, and lead rrakkma\u2014hostile forays into mind flayer colonies to slay illithids and uncover secrets of how the ancient gith were transformed.\n\nSource:\tMonster Manual (2024) p. 137\n\nEnvironment: planar (limbo)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 137","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful neutral","senses":"","maxHP":169,"currentHP":169,"temporaryHP":0,"armorClass":18,"speed":"40 ft., fly 40 ft.(hover)","initiative":8,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Common","Gith"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"githzerai_psion_multiattack","title":"Multiattack","source":"","description":"The githzerai makes three Psychic Warp attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githzerai_psion_psychic_warp","title":"Psychic Warp","source":"","description":"Melee or Ranged Attack Roll: +8, reach 5 ft. or range 120 ft. Hit: 26 (4d10 + 4) Psychic damage, and the target has the githzerai's choice of (A) the Charmed condition until the start of the githzerai's next turn or (B) the Prone condition, provided the target is a Large or smaller creature.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":8,"damages":{"Psychic":"4d10+4"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.\nIndividual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. 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As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. 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Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.","level":1,"school":"Abjuration","castingTime":"1 reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell","range":"Self","duration":"1 round","description":"An imperceptible barrier of magical force protects you. 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"27f9154f-bf7c-4e4a-a3d4-08290f304bfa","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":13,"Dexterity":18,"Constitution":15,"Intelligence":16,"Wisdom":17,"Charisma":12},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Githzerai are gaunt, humanlike beings, physically identical to githyanki. They share a history with githyanki as creatures physically and psychically transformed by mind flayers (see the \"Githyanki\" section). Githzerai know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader, Zerthimon, and reshape their minds and bodies to find peace.\n\tGithzerai psychically create serene, hidden sanctuaries in chaotic reaches of the multiverse. Most of these redoubts drift through the chaotic plane of Limbo, but githzerai conclaves can also be found in the Abyss, the Elemental Chaos, and the Feywild. Githzerai create these cloisters to hone their psionic abilities, to gain insights from the multiverse, and to avoid githyanki and mind flayers.\n\nAdventures with Gith:\nCharacters might be drawn into conflicts involving githzerai and githyanki in various ways. Roll on or choose a result from the Gith Conflicts table to inspire adventures featuring these age-old rivals.\n\nGith Conflicts:\n1d8 | The Characters Are...\n1 | Called on to deliver a message or mysterious parcel to or from Vlaakith the Lich Queen.\n2 | Encouraged by a disguised intellect devourer to seek out an elusive gith leader.\n3 | Entreated to aid githzerai fleeing the githyanki who destroyed their sanctuary.\n4 | Entrusted with renewing or disrupting the githyanki's alliance with red dragons.\n5 | Invited to hunt illithids with githyanki.\n6 | Pressed to uncover a gith spy in a planar community or on a spelljamming ship.\n7 | Sent on a quest to discover the last known location of the hero Gith or Zerthimon.\n8 | Tasked with returning the blade of a fallen githyanki knight to the knight's people.\n\nGithzerai Zerth:\nGithzerai zerths embody the discipline espoused by their first leader, Zerthimon. Their psionic control aids them in protecting their people and traveling the planes of existence without fear of being followed by githyanki or mind flayer foes.\n\nSource:\tMonster Manual (2024) p. 137\n\nEnvironment: planar (limbo)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 137","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful neutral","senses":"","maxHP":84,"currentHP":84,"temporaryHP":0,"armorClass":17,"speed":"40 ft.","initiative":7,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Common","Gith"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"githzerai_zerth_multiattack","title":"Multiattack","source":"","description":"The githzerai makes two Psi Strike attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githzerai_zerth_psi_strike","title":"Psi Strike","source":"","description":"Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 13 (3d8) Psychic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Bludgeoning":"2d6+4","Psychic Damage":"3d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githzerai_zerth_spellcasting","title":"Spellcasting","source":"","description":"The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 14):\n\n\t\u2022 At will: Mage Hand (the hand is Invisible)\n\t\u2022 1/Day each: Phantasmal Killer (level 6 version), Plane Shift, See Invisibility","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githzerai_zerth_psipowered_leap_2day_bonus_action","title":"Psi-Powered Leap (2/Day) (Bonus Action)","source":"","description":"The githzerai casts Jump, requiring no spell components and using the same spellcasting ability as Spellcasting.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"githzerai_zerth_psionic_defense_2day","title":"Psionic Defense (2/Day)","source":"","description":"The githzerai casts Feather Fall or Shield in response to the spell's trigger, requiring no spell components and using the same spellcasting ability as Spellcasting.","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"githzerai_zerth_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.\nIndividual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"phantasmal_killer","title":"Phantasmal Killer","source":"You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\n\tFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.","level":4,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\n\tFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 4.","prepared":false,"roll":{"4":"4d10","5":"5d10","6":"6d10","7":"7d10","8":"8d10","9":"9d10"},"tags":["School: Illusion","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"see_invisibility","title":"See Invisibility","source":"For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"1 hour","description":"For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","School: Divination","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of talc","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"jump","title":"Jump","source":"You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.","level":1,"school":"Transmutation","castingTime":"Bonus Action","range":"Touch","duration":"1 minute","description":"You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a grasshopper's hind leg","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"feather_fall","title":"Feather Fall","source":"Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.","level":1,"school":"Transmutation","castingTime":"1 reaction, which you take when you or a creature you can see within 60 feet of you falls","range":"60 feet","duration":"1 minute","description":"Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a small feather or piece of down","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shield","title":"Shield","source":"An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.","level":1,"school":"Abjuration","castingTime":"1 reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell","range":"Self","duration":"1 round","description":"An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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These cunning demons know the most effective traps are those that individuals devise for themselves. Despite having massive claws and overwhelming physicality, glabrezus excel at using flattery and misdirection to coerce victims into isolating themselves and harming others.\n\tIn the Abyss, glabrezus act as lone hunters or deceitful advisers to greater demons. Glabrezus seek routes to the Material Plane and relish being summoned by magic-users. They eagerly serve mortals while tempting them to betray their allies and indulge in hubristic fantasies. A glabrezu strives to murder its summoner once the magic-user has committed irredeemable misdeeds and the mortal's soul is surely condemned to the Abyss.\n\nSource:\tMonster Manual (2024) p. 138\n\nEnvironment: planar (abyss)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 138","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"truesight 120 ft.","maxHP":189,"currentHP":189,"temporaryHP":0,"armorClass":17,"speed":"40 ft.","initiative":6,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Abyssal; telepathy 120 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"glabrezu_multiattack","title":"Multiattack","source":"","description":"The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"glabrezu_pincer","title":"Pincer","source":"","description":"Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Slashing":"2d10+5"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"glabrezu_pummel","title":"Pummel","source":"","description":"Dexterity Saving Throw: DC 17, one creature Grappled by the glabrezu. Failure: 15 (3d6 + 5) Bludgeoning damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bludgeoning":"3d6+5"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"glabrezu_spellcasting","title":"Spellcasting","source":"","description":"The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):\n\n\t\u2022 At will: Darkness, Detect Magic, Dispel Magic\n\t\u2022 1/Day each: Confusion, Fly, Power Word Stun","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"glabrezu_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"glabrezu_demonic_restoration","name":"Demonic Restoration","description":"If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"glabrezu_magic_resistance","name":"Magic Resistance","description":"The glabrezu has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"darkness","title":"Darkness","source":"For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\tAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\tIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.","level":2,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\tAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\tIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Evocation","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"bat fur and a piece of coal","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_magic","title":"Dispel Magic","source":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","level":3,"school":"Abjuration","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"confusion","title":"Confusion","source":"Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\n\nConfused Actions:\n1d10 | Behavior for the Turn\n1 | The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.\n2-6 | The target doesn't move or take actions.\n7-8 | The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\n9-10 | The target chooses its behavior.\n\nAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.","level":4,"school":"Enchantment","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.\n\nConfused Actions:\n1d10 | Behavior for the Turn\n1 | The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.\n2-6 | The target doesn't move or take actions.\n7-8 | The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.\n9-10 | The target chooses its behavior.\n\nAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: The Sphere's radius increases by 5 feet for each spell slot level above 4.","prepared":false,"roll":{"base":"1d4"},"tags":["Cleric (Trickery Domain)","Warlock (Great Old One Patron)","School: Enchantment","Bard","Druid","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"three nut shells","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fly","title":"Fly","source":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 10 minute","description":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. 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If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.\n\tThe Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.","level":8,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. 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Roll on or choose an option from the Gladiator Theatrics table to inspire the unique flourishes a gladiator uses when competing.\n\nGladiator Theatrics:\n1d6 | During a Competition, the Gladiator...\n1 | Dedicates their impending victory to a deity, ruler, beloved noble, or member of the crowd.\n2 | Dresses in a monster-themed mask and cape.\n3 | Judges whether their foe fights honorably.\n4 | Leads the crowd in a rousing theme song.\n5 | Seeks to claim a trophy from a foe.\n6 | Takes advice from the crowd, omens, or a pet.\n\nSource:\tMonster Manual (2024) p. 139\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 139","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":112,"currentHP":112,"temporaryHP":0,"armorClass":16,"speed":"30 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"gladiator_multiattack","title":"Multiattack","source":"","description":"The gladiator makes three Spear attacks. 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Failure: 9 (2d4 + 4) Bludgeoning damage. 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Hit: 12 (2d8 + 3) Psychic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Psychic":"2d8+3"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"goblin_hexer_spellcasting","title":"Spellcasting","source":"","description":"The goblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):\n\n\t\u2022 At will: Minor Illusion\n\t\u2022 1/Day each: Blindness\\/Deafness, Faerie Fire, Grease","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"goblin_hexer_jinx","title":"Jinx","source":"","description":"Trigger: A creature the goblin can see hits it with an attack roll. 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Roll on or choose a result from the Gorgon Command Keys table to inspire the word or signal that temporarily neutralizes a gorgon.\n\nGorgon Command Keys:\n1d6 | Gorgon Won't Attack Those That...\n1 | Cast a particular spell in the gorgon's presence.\n2 | Keep their back to the gorgon or otherwise act like they don't see the monster.\n3 | Offer it a drink of blood, water, or wine.\n4 | Recite a specific rhyme or sing a certain song.\n5 | Say its creator's name backward.\n6 | Wear a mask, perhaps in the shape of a bull or an animal meaningful to the gorgon's creator.\n\nMost gorgons are iron bulls wreathed in clouds of petrifying gas. Their metal plates vary in sheen and color, from sleek silver to pitted black. The oldest gorgons might be covered in rust, but this rarely impedes their abilities. These gorgons' stomping grounds are littered with the shattered remains of petrified foes. 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"460a9a2e-7d05-4c84-8401-0432a7140bdd","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":19,"Dexterity":17,"Constitution":16,"Intelligence":13,"Wisdom":8,"Charisma":18},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Unpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toadlike, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.\n\tSlaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.\n\nSalad Control Gems:\nA salad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the salad has the Charmed condition and obeys the gem's bearer. The salad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the salad. A Greater Restoration spell cast on a salad destroys the gem, and the salad ceases to be Charmed. One can obtain a salad's control gem using a Wish or Imprisonment spell. If the salad fails its saving throw against Imprisonment, the caster against the gem, and the salad isn't imprisoned. An Incapacitated salads control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) piercing damage to the salad.\n\nGray Slaad:\nGray slaadi arise from green slaadi transformed by the Spawning Stone or slaad lords. They explore the planes, seeking Humanoid communities to invade near planar pathways.\n\nSource:\tMonster Manual (2024) p. 286\n\nEnvironment: planar (limbo)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 286","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic neutral","senses":"blindsight 60 ft., darkvision 60 ft.","maxHP":150,"currentHP":150,"temporaryHP":0,"armorClass":18,"speed":"40 ft.","initiative":7,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Common","Slaad; telepathy 60 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"gray_slaad_multiattack","title":"Multiattack","source":"","description":"The slaad makes two Chaos Claw attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gray_slaad_chaos_claw","title":"Chaos Claw","source":"","description":"Melee Attack Roll: +8, reach 10 ft. Hit: 9 (1d10 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Until the start of the slaad's next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.","properties":"Action, Reach (10 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Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.\n\tDespite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.\n\nGreen Dragon Wyrmling:\nGreen dragon wyrmlings often serve as pawns in older dragons' schemes. By spying on those dragons' agents, wyrmlings learn the art of manipulation. 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Roll on or choose a result from the Green Hag Bargains table to inspire what a green hag charges for its secrets.\n\nGreen Hag Bargains:\n1d6 | A Green Hag Trades Its Knowledge For...\n1 | A bargainer's memories of a loved one.\n2 | The cauldron of a rival hag.\n3 | A favor to be redeemed when the hag wishes.\n4 | A flower from a hidden Feywild garden.\n5 | A gift given freely by a yugoloth.\n6 | A vial filled with a ruler's tears.\n\nSource:\tMonster Manual (2024) p. 156\n\nEnvironment: forest, hill, swamp","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 156","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 60 ft.","maxHP":82,"currentHP":82,"temporaryHP":0,"armorClass":17,"speed":"30 ft., swim 30 ft.","initiative":1,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common","Elvish","Sylvan"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"green_hag_multiattack","title":"Multiattack","source":"","description":"The hag makes two Claw attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"green_hag_claw","title":"Claw","source":"","description":"Melee Attack Roll: +6, reach 5 ft. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"green_hag_amphibious","name":"Amphibious","description":"The hag can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"green_hag_mimicry","name":"Mimicry","description":"The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"green_hag_coven_magic","name":"Coven Magic","description":"While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. 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These slaad lords and others plot to spread slaadi across the multiverse.\n\nSalad Control Gems:\nA salad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the salad has the Charmed condition and obeys the gem's bearer. The salad ceases to be Charmed if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the salad. A Greater Restoration spell cast on a salad destroys the gem, and the salad ceases to be Charmed. One can obtain a salad's control gem using a Wish or Imprisonment spell. If the salad fails its saving throw against Imprisonment, the caster against the gem, and the salad isn't imprisoned. An Incapacitated salads control gem can be removed by spending 1 minute and succeeding on a DC 20 Wisdom (Medicine) check. Failing this check deals 22 (4d10) piercing damage to the salad.\n\nGreen Slaad:\nGreen slaadi come into being when the propagation methods of red or blue slaadi affect certain creatures capable of casting spells of level 3 or higher.\n\nGreen slaadi are more intelligent than their blue and red brethren and often direct their kin to portals where gray slaadi have identified Humanoid communities ripe for invasion.\n\nSource:\tMonster Manual (2024) p. 286\n\nEnvironment: planar (limbo)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 286","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic neutral","senses":"blindsight 30 ft., darkvision 60 ft.","maxHP":144,"currentHP":144,"temporaryHP":0,"armorClass":16,"speed":"30 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Common","Slaad; telepathy 60 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"green_slaad_multiattack","title":"Multiattack","source":"","description":"The slaad makes three Chaos Staff attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"green_slaad_chaos_staff","title":"Chaos Staff","source":"","description":"Melee or Ranged Attack Roll: +7, reach 10 ft. or range 60 ft. Hit: 8 (1d8 + 4) Force damage. Until the start of the slaad's next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Force":"1d8+4"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Any equipment it is wearing or carrying isn't 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"10d8+30","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Small","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"humanoid","cr":4,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.868","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"guardian_naga_monster","sourceCharacterId":null,"name":"Guardian Naga","species":{"id":"celestial","name":"celestial","description":"","size":"Large","speed":"40 ft., climb 40 ft., swim 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"celestial","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"16d10+48","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Guardian Naga","description":"","type":"celestial","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"7d31e0b5-b871-4470-afec-16546a18e4fe","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":19,"Dexterity":18,"Constitution":16,"Intelligence":16,"Wisdom":19,"Charisma":18},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Guardian nagas are immortal, serpentine scholars that possess perfect memories. They collect the histories and lore of those they live among, guarding cultures' stories and passing them on to new generations with infallible accuracy. Guardian nagas that outlive their host civilizations might linger in whatever ruins remain, preserving the civilizations' stories so their lost people might live on.\n\tRoll on or choose a result from the Guardian Naga Lore table to inspire what a naga knows.\n\nGuardian Naga Lore:\n1d8 | The Guardian Naga Recalls...\n1 | The last words of an ancient sage or leader.\n2 | The location of a hidden city or continent.\n3 | A magic word, password, or riddle's answer.\n4 | The names of all who have told it stories.\n5 | An otherwise forgotten ritual or spell.\n6 | Recipes using regional ingredients.\n7 | Stories of forgotten gods and local spirits.\n8 | The vulnerabilities of a legendary monster.\n\nSource:\tMonster Manual (2024) p. 161\n\nEnvironment: desert, forest, planar (upper)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 161","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful good","senses":"darkvision 60 ft.","maxHP":136,"currentHP":136,"temporaryHP":0,"armorClass":18,"speed":"40 ft., climb 40 ft., swim 40 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Celestial","Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"guardian_naga_multiattack","title":"Multiattack","source":"","description":"The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"guardian_naga_bite","title":"Bite","source":"","description":"Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":8,"damages":{"Piercing":"2d12+4","Poison Damage":"4d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"guardian_naga_poisonous_spittle","title":"Poisonous Spittle","source":"","description":"Constitution Saving Throw: DC 16, one creature the naga can see within 60 feet. Failure: 31 (7d8) Poison damage, and the target has the Blinded condition until the start of the naga's next turn. Success: Half damage only.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Poison":"7d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"guardian_naga_spellcasting","title":"Spellcasting","source":"","description":"The naga casts one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC 16):\n\n\t\u2022 At will: Thaumaturgy\n\t\u2022 1/Day each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"guardian_naga_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"guardian_naga_celestial_restoration","name":"Celestial Restoration","description":"If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"clairvoyance","title":"Clairvoyance","source":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","level":3,"school":"Divination","castingTime":"10 minute","range":"1 Miles","duration":"Concentration, up to 10 minute","description":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Great Old One Patron)","School: Divination","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"cure_wounds","title":"Cure Wounds","source":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 2d8 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d8+SPELL","2":"4d8+SPELL","3":"6d8+SPELL","4":"8d8+SPELL","5":"10d8+%0","6":"12d8+SPELL","7":"14d8+SPELL","8":"16d8+SPELL","9":"18d8+SPELL"},"tags":["Cleric (Life Domain)","Druid (Circle of the Moon)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"flame_strike","title":"Flame Strike","source":"A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.","level":5,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.","prepared":false,"roll":{"5":"5d6+5d6","6":"6d6+6d6","7":"7d6+7d6","8":"8d6+8d6","9":"9d6+9d6"},"tags":["Cleric (Light Domain)","Paladin (Oath of Devotion)","School: Evocation","Cleric","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of sulfur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"geas","title":"Geas","source":"You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\tWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\tYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\tA Remove Curse, Greater Restoration, or Wish spell ends this spell.","level":5,"school":"Enchantment","castingTime":"1 minute","range":"60 feet","duration":"30 day","description":"You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\tWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\tYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\tA Remove Curse, Greater Restoration, or Wish spell ends this spell.","atHigherLevels":"Using a Higher-Level Spell Slot: If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.","prepared":false,"roll":{"base":"5d10"},"tags":["Warlock (Fiend Patron)","School: Enchantment","Bard","Cleric","Druid","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"true_seeing","title":"True Seeing","source":"For the duration, the willing creature you touch has Truesight with a range of 120 feet.","level":6,"school":"Divination","castingTime":"Action","range":"Touch","duration":"1 hour","description":"For the duration, the willing creature you touch has Truesight with a range of 120 feet.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Touch Spells","Bard","Cleric","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"mushroom powder worth 25+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":true,"Athletics":false,"Deception":false,"History":true,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":true,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":true,"Constitution":true,"Dexterity":true,"Charisma":true,"Intelligence":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Dexterity":false,"Charisma":false,"Intelligence":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Dexterity":false,"Charisma":false,"Intelligence":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":4,"Athletics":0,"Deception":0,"History":4,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":4,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"16d10+48","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Large","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"celestial","cr":10,"vulnerabilities":[],"resistances":[],"immunities":["Poison"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.871","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"gulthias_blight_monster","sourceCharacterId":null,"name":"Gulthias Blight","species":{"id":"plant","name":"plant","description":"","size":"Gargantuan","speed":"50 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"plant","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"16d20+96","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Gulthias Blight","description":"","type":"plant","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"89f2d499-8792-4ee7-8fcd-7203202894b5","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":25,"Dexterity":10,"Constitution":22,"Intelligence":10,"Wisdom":18,"Charisma":12},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Blights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.\n\nGulthias Blight:\nAncient plants twisted by evil, Gulthias blights feed on blood and despoil the surrounding land, often giving rise to subservient blights. These cursed plants take their name from the story of their creation; the first of their kind was a tree that grew from the stake piercing the heart of the vampire Gulthias. These blights consider all creatures either servants or fertilizer for the blights' corruption.\n\nSource:\tMonster Manual (2024) p. 45\n\nEnvironment: forest","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 45","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"blindsight 120 ft.","maxHP":264,"currentHP":264,"temporaryHP":0,"armorClass":20,"speed":"50 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common","Druidic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"gulthias_blight_multiattack","title":"Multiattack","source":"","description":"The blight makes two attacks, using Slam or Thorn Volley in any combination. It also uses Life-Draining Root.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gulthias_blight_slam","title":"Slam","source":"","description":"Melee Attack Roll: +12, reach 10 ft. Hit: 25 (4d8 + 7) Bludgeoning damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":12,"damages":{"Bludgeoning":"4d8+7"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gulthias_blight_thorn_volley","title":"Thorn Volley","source":"","description":"Ranged Attack Roll: +12, range 60/180 ft. Hit: 20 (3d8 + 7) Piercing damage.","properties":"Action, Range (60/180 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":12,"damages":{"Piercing":"3d8+7"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"gulthias_blight_lifedraining_root","title":"Life-Draining Root","source":"","description":"Constitution Saving Throw: DC 20, one Huge or smaller creature the blight can see within 30 feet. Failure: 14 (2d6 + 7) Necrotic damage, and the target has the Grappled condition (escape DC 17) from one of six roots. Until the grapple ends, the target has the Restrained condition and takes 14 (4d6) Necrotic damage at the start of each of its turns. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the blight regains Hit Points equal to that amount.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bludgeoning":"2d6+7","Necrotic Damage":"4d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"gulthias_blight_blight_seeds","name":"Blight Seeds","description":"When it finishes a Long Rest, the blight expels 1d6 seeds into unoccupied spaces on the ground within 30 feet of itself. After 24 hours, the seeds become creatures under the blight's control. Roll 1d8 for each seed to determine the creature it becomes: on 1-4, Twig Blight; on 5-6, Needle Blight; on 7-8, Vine Blight.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests.\n\nHaunting Revenant:\nHaunting revenants possess ruins and forsaken places connected with their deaths\u2014such as abandoned buildings, wrecked ships, or junk heaps. These revenants lurk in plain sight, waiting for their foes to near, then trap their victims within their massive bodies. Those inside a revenant might be battered by animate furnishings or more unsettling manifestations of the revenant's hatred.\n\nThe places haunting revenants lurk swiftly gain infamous reputations.\n\nSource:\tMonster Manual (2024) p. 260\n\nEnvironment: forest, swamp, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 260","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"truesight 60 ft.","maxHP":203,"currentHP":203,"temporaryHP":0,"armorClass":20,"speed":"30 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Common plus two other languages"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"haunting_revenant_multiattack","title":"Multiattack","source":"","description":"The revenant makes two Object Slam attacks and uses Invitation.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"haunting_revenant_object_slam","title":"Object Slam","source":"","description":"Melee or Ranged Attack Roll: +9 (with Advantage if the target is inside the revenant's space), reach 10 ft. or range 30/90 ft. 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Rather than being unreasoning automatons, these armored shells possess the guile of soldiers and resilience against destructive magic. While their name suggests sinister intentions, these creatures serve their creators loyally. Helmed horrors are also sometimes called doom guards or spirit armors. Most show no evidence of a personality, but exceptions exist.\n\tHelmed horrors might perform any number of assignments. Roll on or choose a result from the Helmed Horror Directives table to inspire what tasks helmed horrors perform.\n\nHelmed Horror Directives:\n1d6 | The Helmed Horror Follows Commands To...\n1 | Carry its master's palanquin through the air.\n2 | Defend a remarkable treasure or piece of armor by incorporating the item into its being.\n3 | Imitate a dead or imprisoned hero by using their armor and weapons.\n4 | Perform as a laborer or servant.\n5 | Serve in a legion formed from the armors of a land's ancient defenders.\n6 | Stand sentry in a gallery of mundane armors.\n\nSource:\tMonster Manual (2024) p. 166\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 166","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"blindsight 60 ft.","maxHP":67,"currentHP":67,"temporaryHP":0,"armorClass":20,"speed":"30 ft., fly 30 ft.(hover)","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["understands Common plus one other language but can't speak"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"helmed_horror_multiattack","title":"Multiattack","source":"","description":"The helmed horror makes two Arcane Sword attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"helmed_horror_arcane_sword","title":"Arcane Sword","source":"","description":"Melee Attack Roll: +6, reach 5 ft. 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Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal.\n\tHobgoblins often subjugate animals, monsters, and destructive Fey\u2014particularly goblins and bugbears\u2014to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.\n\tMany hobgoblins serve the violent god Maglubiyet, whose hunger for conquest matches their own. Hobgoblin followers of Maglubiyet flourish in the Infinite Battlefield of Acheron, where they endlessly indulge their drive for domination. 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Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal.\n\tHobgoblins often subjugate animals, monsters, and destructive Fey\u2014particularly goblins and bugbears\u2014to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.\n\tMany hobgoblins serve the violent god Maglubiyet, whose hunger for conquest matches their own. Hobgoblin followers of Maglubiyet flourish in the Infinite Battlefield of Acheron, where they endlessly indulge their drive for domination. These war-obsessed hobgoblins employ elaborate tactics and strange weapons, which they sometimes unleash on worlds of the Material Plane.\n\nHobgoblin Warfare:\nThe drive to subjugate and pillage is part of hobgoblins' supernatural nature, though a few might repress their warlike tendencies or turn them to more useful ends. Roll on or choose a result from the Hobgoblin Strategies table to inspire how a hobgoblin carries out its conquest.\n\nHobgoblin Strategies:\n1d6 | The Hobgoblin Works To...\n1 | Build a vessel to carry hobgoblin armies to new conquests.\n2 | Capture monsters and train them to fight.\n3 | Collapse a region into the Underdark so riches can be sifted from the ruins.\n4 | Construct a giant machine to strip resources.\n5 | Convince devils, dragons, or hobgoblins from Acheron to invade an enemy land.\n6 | Help shortsighted merchants undermine a government or despoil the environment.\n\nHobgoblin Warlord:\nHobgoblin warlords lead armies of hobgoblins and their allies, using their experience and strategic minds to command amid the ebb and flow of battle.\n\nSource:\tMonster Manual (2024) p. 171\n\nEnvironment: desert, forest, grassland, hill, mountain, planar (acheron), underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 171","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"darkvision 60 ft.","maxHP":112,"currentHP":112,"temporaryHP":0,"armorClass":20,"speed":"30 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Common","Goblin"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"hobgoblin_warlord_multiattack","title":"Multiattack","source":"","description":"The hobgoblin makes three attacks, using Javelin or Longsword in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hobgoblin_warlord_javelin","title":"Javelin","source":"","description":"Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage, and the target's Speed decreases by 10 feet until the start of the hobgoblin's next turn.","properties":"Action, Range (30/120 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":6,"damages":{"Piercing":"2d6+4"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"hobgoblin_warlord_longsword","title":"Longsword","source":"","description":"Melee Attack Roll: +6, reach 5 ft. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.\nIndividual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal 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Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal.\n\tHobgoblins often subjugate animals, monsters, and destructive Fey\u2014particularly goblins and bugbears\u2014to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.\n\tMany hobgoblins serve the violent god Maglubiyet, whose hunger for conquest matches their own. Hobgoblin followers of Maglubiyet flourish in the Infinite Battlefield of Acheron, where they endlessly indulge their drive for domination. 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Roll on or choose a result from the Hobgoblin Strategies table to inspire how a hobgoblin carries out its conquest.\n\nHobgoblin Strategies:\n1d6 | The Hobgoblin Works To...\n1 | Build a vessel to carry hobgoblin armies to new conquests.\n2 | Capture monsters and train them to fight.\n3 | Collapse a region into the Underdark so riches can be sifted from the ruins.\n4 | Construct a giant machine to strip resources.\n5 | Convince devils, dragons, or hobgoblins from Acheron to invade an enemy land.\n6 | Help shortsighted merchants undermine a government or despoil the environment.\n\nHobgoblin Warrior:\nHobgoblin warriors might hunt and raid alone or with trained mastiffs, worgs, goblin gangs, or other allies. They employ simple tactics and exploit every advantage their allies provide. 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The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.","level":1,"school":"Conjuration","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 hour","description":"You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. 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Slipping into the homes of sleepers, incubi feed off dreams and replace them with terrifying nightmares. Incubi visit victims nightly until their prey expires. The incubi then hunt for new victims, preferring the loved ones of past targets.\n\tIncubi can transform into succubi and vice versa, taking the forms they need to manipulate foes in dreams or in the flesh.\n\tThose visited by an incubus have recurring nightmares. Roll on or choose a result from the Incubus Nightmares table to inspire these night terrors.\n\nIncubus Nightmares:\n1d8 | The Incubus's Victim Has Dreams Of...\n1 | An angry family member or authority figure.\n2 | Being chased through the wilderness.\n3 | Being devoured by animals or monsters.\n4 | Falling, drowning, or suffocating.\n5 | A ruinous public embarrassment.\n6 | A shadowy intruder or monstrous silhouette.\n7 | A traumatic past event.\n8 | A visitor with an eerie or enigmatic message.\n\nSource:\tMonster Manual (2024) p. 178\n\nEnvironment: planar (lower), urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 178","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 60 ft.","maxHP":66,"currentHP":66,"temporaryHP":0,"armorClass":15,"speed":"30 ft., fly 60 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Abyssal","Common","Infernal; telepathy 60 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"incubus_multiattack","title":"Multiattack","source":"","description":"The incubus makes two Restless Touch attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"incubus_restless_touch","title":"Restless Touch","source":"","description":"Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Psychic":"3d6+5"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"incubus_spellcasting","title":"Spellcasting","source":"","description":"The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):\n\n\t\u2022 At will: Disguise Self, Etherealness\n\t\u2022 1/Day each: Dream, Hypnotic Pattern","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"incubus_nightmare_recharge_6_bonus_action","title":"Nightmare (Recharge 6) (Bonus Action)","source":"","description":"Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 (4d8) Psychic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Nightmare":"4d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"incubus_treasure","name":"Treasure","description":"Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"incubus_succubus_form","name":"Succubus Form","description":"When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it's wearing or carrying isn't transformed.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"disguise_self","title":"Disguise Self","source":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","level":1,"school":"Illusion","castingTime":"Action","range":"Self","duration":"1 hour","description":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Ranger (Gloom Stalker)","School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"etherealness","title":"Etherealness","source":"You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\n\tWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\n\tWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\n\tThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.","level":7,"school":"Conjuration","castingTime":"Action","range":"Self","duration":"8 hour","description":"You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\n\tWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\n\tWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\n\tThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Cleric","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dream","title":"Dream","source":"You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\n\tIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\n\tIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\n\tYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.","level":5,"school":"Illusion","castingTime":"1 minute","range":"Self","duration":"8 hour","description":"You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\n\tIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\n\tIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\n\tYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.","atHigherLevels":"","prepared":false,"roll":{"base":"3d6"},"tags":["School: Illusion","Bard","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a handful of sand","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hypnotic_pattern","title":"Hypnotic Pattern","source":"You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\n\tThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.\n\tThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of confetti","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":true,"History":false,"Insight":true,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":true,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":2,"History":0,"Insight":2,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":2,"Performance":0,"Persuasion":2,"Religion":0,"Sleight of Hand":0,"Stealth":2,"Survival":0},"hitDice":"12d8+12","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"fiend","cr":4,"vulnerabilities":[],"resistances":["Cold","Fire","Poison","Psychic"],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.916","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double 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Roll on or choose a result from the Uncontrolled Invisible Stalkers table to inspire why one of these monsters lurks in an area without a direct command.\n\nUncontrolled Invisible Stalkers:\n1d6 | The Invisible Stalker Is...\n1 | The breath of an infamous god or monster.\n2 | A guardian of a hidden portal or magical site.\n3 | The lingering violent thoughts of someone killed in a great battle.\n4 | A manifestation of uncontrolled magic.\n5 | A servant of an evil elemental ruler such as Yan-C-Bin (the Elemental Prince of Evil Air).\n6 | Unable to complete its duty and tries to create circumstances allowing it to fulfill its task.\n\nSource:\tMonster Manual (2024) p. 180\n\nEnvironment: urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 180","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"darkvision 60 ft.","maxHP":97,"currentHP":97,"temporaryHP":0,"armorClass":14,"speed":"50 ft., fly 50 ft.(hover)","initiative":7,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Common","Primordial (Auran)"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"invisible_stalker_multiattack","title":"Multiattack","source":"","description":"The stalker makes three Wind Swipe attacks. 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These scrappy menaces mimic the behaviors of their dragon masters. Though their small stature and recklessness make kobolds poor imitators of dragons, what they lack in ferocity they make up for in zeal and ingenuity. They are especially adept at creating traps and setting ambushes.\n\tKobolds' scales resemble those of chromatic dragons that live near their warrens. Rarely, kobolds possess features evocative of metallic dragons or other dragon-like creatures.\n\nKobold Warrior:\nKobold warriors use hit-and-run tactics to raid their enemies and defend their homes. To avoid danger, they frequently employ haphazard traps.\n\nSource:\tMonster Manual (2024) p. 185\n\nEnvironment: arctic, coastal, desert, forest, hill, mountain, swamp, underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 185","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"darkvision 60 ft.","maxHP":7,"currentHP":7,"temporaryHP":0,"armorClass":14,"speed":"30 ft.","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"kobold_warrior_dagger","title":"Dagger","source":"","description":"Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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These massive, manytentacled horrors combine overwhelming physical might with formidable cunning. Their powerful limbs shatter ships and topple spires, and they use their control over storms to rain down lightning on their foes.\n\tKrakens usually have little interest in mortal affairs. These terrors were created by the gods to wage war in ages long forgotten. Since that era, most krakens have vanished beneath the waves to slumber until the gods call on them again. Some krakens serve divine masters still, protecting deep sea treasures or entire oceans. Others have forsaken their divine creators and pursue their own agendas, manipulating forces beneath the sea and beyond.\n\tKrakens rarely appear on the surface, but when they do, they herald times of change and doom. When roused to action, these titans directly attack coastal cities or whole armadas. Kraken onslaughts persist until their wrath is sated, their divine patrons are appeased, or their egos are placated by valuable offerings. Roll on or choose a result from the Kraken Attacks table to inspire what ruin a kraken might unleash.\n\nKraken Attacks:\n1d8 | The Enraged Kraken...\n1 | Abducts the vessel of a leader or another important community member.\n2 | Attacks a community from below using flooded ruins, hidden aquifers, or sewers.\n3 | Breaks a lighthouse or seaside tower, carrying it and the occupants to a secret island.\n4 | Calls down lightning on any ship that enters its aquatic territory.\n5 | Carries ships to an inescapable sargassum.\n6 | Dams a river or cuts off a city's sea access.\n7 | Devours all sea life near a fishing community, threatening it with ruin.\n8 | Masterminds an invasion from the sea by merfolk, sahuagin, or storm giants.\n\nSource:\tMonster Manual (2024) p. 187\n\nEnvironment: underwater","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 187","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"truesight 120 ft.","maxHP":481,"currentHP":481,"temporaryHP":0,"armorClass":18,"speed":"30 ft., swim 120 ft.","initiative":14,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+7","proficiencyBonus":7,"languages":["understands Abyssal","Celestial","Infernal","and Primordial but can't speak; telepathy 120 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"kraken_multiattack","title":"Multiattack","source":"","description":"The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"kraken_tentacle","title":"Tentacle","source":"","description":"Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. 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Failure: The target has the Blinded and Poisoned conditions until the end of the kraken's next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"kraken_kraken_lairs","title":"Kraken Lairs","source":"","description":"Kraken lairs tend to be sunken temples, eldritch ritual sites, or primeval places of divine power. 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All Beasts within 1 mile of the lair have the Charmed condition while in that area.\n\nSea and Storms: While in its lair, the kraken can cast Control Weather, requiring no spell components and using Intelligence as the spellcasting ability.\n\nIf the kraken dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"kraken_legendary_resistance_4day_or_5day_in_lair","name":"Legendary Resistance (4/Day, or 5/Day in Lair)","description":"If the kraken fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"kraken_siege_monster","name":"Siege Monster","description":"The kraken deals double damage to objects and structures.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal 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You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","level":8,"school":"Transmutation","castingTime":"10 minute","range":"5 Miles","duration":"Concentration, up to 8 hour","description":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","atHigherLevels":"","prepared":false,"roll":{"base":"1d4x10"},"tags":["School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"68def998-7f58-4e15-a9f6-11453470756d","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":13,"Dexterity":10,"Constitution":11,"Intelligence":11,"Wisdom":10,"Charisma":8},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.\n\tKuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.\n\tKuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.\n\nKuo-toa Deities:\nKuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.\n\tLacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.\n\nKuo-toa Deity Head Features:\n1d10 | The Deity's Head Is Like A...\n1 | Barnacle\n2 | Crab claw\n3 | Hagfish\n4 | Moray eel\n5 | Sea anemone\n6 | Shark\n7 | Sunfish\n8 | Tentacle\n9 | Treasure chest\n10 | Viperfish\n\nKuo-toa Deity Body Features:\n1d10 | The Deity's Body Is Like A...\n1 | Hermit crab\n2 | Jellyfish\n3 | Kuo-toa\n4 | Mantis shrimp\n5 | Merfolk\n6 | Plesiosaurus\n7 | Sea cucumber\n8 | Ship's figurehead\n9 | Squid\n10 | Whale\n\nKuo-toa Sanctuaries:\nKuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.\n\nKuo-toa Ritual Sites:\n1d8 | The Kuo-toa Community Features...\n1 | An arena scattered with weapons made from crustacean shells.\n2 | A gallery of hibernating chuuls.\n3 | A garden of mussels and tide pool creatures that whisper secrets.\n4 | A hidden shrine with a patchwork depiction of a new kuo-toa deity.\n5 | The lavish chamber of an animal or monster said to be prophetic, lucky, or literate.\n6 | A pool filled with jellyfish, eels, or fish roe that glow in organized patterns.\n7 | A punishment chamber exposed to the light of the surface.\n8 | A towering statue of a kuo-toa deity.\n\nKuo-toa:\nKuo-toa loot ruins and raid communities near their dwellings in the Underdark. Their shields are coated in sticky slime, which they use to disarm their foes, and they employ slimy nets to entrap victims. They usually strive to take their enemies alive and drag captives to their hidden lairs.\n\tMost kuo-toa follow the orders of their more powerful leaders out of a combination of faith and fear. In rare cases, a kuo-toa might abandon its community to live as a hermit or wanderer. Such kuo-toa might know much about the Underdark, but they live in fear of the strange gods they forsook.\n\nSource:\tMonster Manual (2024) p. 189\n\nEnvironment: coastal, underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 189","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 120 ft., truesight 30 ft.","maxHP":18,"currentHP":18,"temporaryHP":0,"armorClass":13,"speed":"30 ft., swim 30 ft.","initiative":0,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Undercommon"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"kuotoa_spear","title":"Spear","source":"","description":"Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 5 (1d8 + 1) Piercing damage.","properties":"Action, Range (20/60 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":3,"damages":{"Piercing":"1d8+1"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"kuotoa_sticky_net_1day","title":"Sticky Net (1/Day)","source":"","description":"Dexterity Saving Throw: DC 10, one Large or smaller creature the kuo-toa can see within 15 feet. Failure: The target has the Restrained condition until the net is destroyed (AC 10; HP 5; Immunity to Bludgeoning, Poison, and Psychic damage). A creature can take an action to make a DC 10 Strength (Athletics) check to free itself or another creature in a net within 5 feet, destroying the net on a success.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"kuotoa_sticky_shield","title":"Sticky Shield","source":"","description":"Trigger: A creature misses the kuo-toa with a melee attack roll using a weapon. Response: dStrength Saving Throw: DC 11, the triggering creature. Failure: The attack's weapon sticks to the kuo-toa's shield. If the target doesn't let go of the weapon, the target has the Grappled condition while the weapon is stuck (escape DC 11). While stuck, the weapon can't be used. The target can take an action to make a DC 11 Strength (Athletics) check, freeing the weapon on a success.","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"kuotoa_gear","name":"Gear","description":"Spear","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"kuotoa_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"kuotoa_amphibious","name":"Amphibious","description":"The kuo-toa can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal 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Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"kuo-toa_archpriest_monster","sourceCharacterId":null,"name":"Kuo-toa Archpriest","species":{"id":"aberration","name":"aberration","description":"","size":"Medium","speed":"30 ft., swim 30 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"aberration","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"14d8+42","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Kuo-toa Archpriest","description":"","type":"aberration","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"e16fc758-4967-4659-a463-e1ce638f8f38","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":16,"Dexterity":14,"Constitution":16,"Intelligence":13,"Wisdom":16,"Charisma":14},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.\n\tKuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.\n\tKuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.\n\nKuo-toa Deities:\nKuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.\n\tLacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.\n\nKuo-toa Deity Head Features:\n1d10 | The Deity's Head Is Like A...\n1 | Barnacle\n2 | Crab claw\n3 | Hagfish\n4 | Moray eel\n5 | Sea anemone\n6 | Shark\n7 | Sunfish\n8 | Tentacle\n9 | Treasure chest\n10 | Viperfish\n\nKuo-toa Deity Body Features:\n1d10 | The Deity's Body Is Like A...\n1 | Hermit crab\n2 | Jellyfish\n3 | Kuo-toa\n4 | Mantis shrimp\n5 | Merfolk\n6 | Plesiosaurus\n7 | Sea cucumber\n8 | Ship's figurehead\n9 | Squid\n10 | Whale\n\nKuo-toa Sanctuaries:\nKuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.\n\nKuo-toa Ritual Sites:\n1d8 | The Kuo-toa Community Features...\n1 | An arena scattered with weapons made from crustacean shells.\n2 | A gallery of hibernating chuuls.\n3 | A garden of mussels and tide pool creatures that whisper secrets.\n4 | A hidden shrine with a patchwork depiction of a new kuo-toa deity.\n5 | The lavish chamber of an animal or monster said to be prophetic, lucky, or literate.\n6 | A pool filled with jellyfish, eels, or fish roe that glow in organized patterns.\n7 | A punishment chamber exposed to the light of the surface.\n8 | A towering statue of a kuo-toa deity.\n\nKuo-toa Archpriest:\nKuo-toa archpriests lead kuo-toa communities by interpreting omens and messages from their strange gods. They wear grotesque ceremonial regalia honoring their deities. Archpriests channel their faith into spells to support their followers.\n\nSource:\tMonster Manual (2024) p. 191\n\nEnvironment: coastal, underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 191","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 120 ft., truesight 30 ft.","maxHP":105,"currentHP":105,"temporaryHP":0,"armorClass":13,"speed":"30 ft., swim 30 ft.","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Undercommon"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"kuotoa_archpriest_multiattack","title":"Multiattack","source":"","description":"The kuo-toa makes three Strange Scepter attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"kuotoa_archpriest_strange_scepter","title":"Strange Scepter","source":"","description":"Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 20 (5d6 + 3) Lightning 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"kuotoa_archpriest_spellcasting","title":"Spellcasting","source":"","description":"The kuo-toa casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14):\n\n\t\u2022 At will: Detect Magic, Thaumaturgy\n\t\u2022 1/Day each: Destructive Wave, Divination, Hold Monster (level 6 version), Scrying, Tongues","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"kuotoa_archpriest_shield_of_faith_2day_bonus_action","title":"Shield of Faith (2/Day) (Bonus Action)","source":"","description":"The kuo-toa casts Shield of Faith, using the same spellcasting ability as 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"kuotoa_archpriest_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"kuotoa_archpriest_amphibious","name":"Amphibious","description":"The kuo-toa can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"kuotoa_archpriest_sunlight_sensitivity","name":"Sunlight Sensitivity","description":"While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"destructive_wave","title":"Destructive Wave","source":"Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.","level":5,"school":"Evocation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.","atHigherLevels":"","prepared":false,"roll":{"base":"5d6+5d6"},"tags":["School: Evocation","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"divination","title":"Divination","source":"This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","level":4,"school":"Divination","castingTime":"Action","range":"Self","duration":"Instantaneous","description":"This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Cleric","Druid","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"incense worth 25+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hold_monster","title":"Hold Monster","source":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","level":5,"school":"Enchantment","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 5.","prepared":false,"roll":{},"tags":["Cleric (War Domain)","Druid (Circle of the Sea)","Paladin (Oath of Vengeance)","School: Enchantment","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a straight piece of iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scrying","title":"Scrying","source":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Concentration, up to 10 minute","description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Paladin (Oath of Vengeance)","School: Divination","Bard","Cleric","Druid","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tongues","title":"Tongues","source":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","level":3,"school":"Divination","castingTime":"Action","range":"Touch","duration":"1 hour","description":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Touch Spells","Bard","Cleric","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"a miniature ziggurat","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shield_of_faith","title":"Shield of Faith","source":"A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.","level":1,"school":"Abjuration","castingTime":"Bonus Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (War Domain)","Paladin (Oath of Devotion)","School: Abjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a prayer scroll","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":true,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":3,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"14d8+42","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"aberration","cr":6,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.944","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"kuo-toa_monitor_monster","sourceCharacterId":null,"name":"Kuo-toa Monitor","species":{"id":"aberration","name":"aberration","description":"","size":"Medium","speed":"30 ft., swim 30 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"aberration","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"10d8+20","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Kuo-toa Monitor","description":"","type":"aberration","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"98233cc3-cbdb-4bca-8c86-75208824b1ab","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":16,"Dexterity":10,"Constitution":14,"Intelligence":12,"Wisdom":14,"Charisma":11},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.\n\tKuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.\n\tKuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.\n\nKuo-toa Deities:\nKuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.\n\tLacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.\n\nKuo-toa Deity Head Features:\n1d10 | The Deity's Head Is Like A...\n1 | Barnacle\n2 | Crab claw\n3 | Hagfish\n4 | Moray eel\n5 | Sea anemone\n6 | Shark\n7 | Sunfish\n8 | Tentacle\n9 | Treasure chest\n10 | Viperfish\n\nKuo-toa Deity Body Features:\n1d10 | The Deity's Body Is Like A...\n1 | Hermit crab\n2 | Jellyfish\n3 | Kuo-toa\n4 | Mantis shrimp\n5 | Merfolk\n6 | Plesiosaurus\n7 | Sea cucumber\n8 | Ship's figurehead\n9 | Squid\n10 | Whale\n\nKuo-toa Sanctuaries:\nKuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.\n\nKuo-toa Ritual Sites:\n1d8 | The Kuo-toa Community Features...\n1 | An arena scattered with weapons made from crustacean shells.\n2 | A gallery of hibernating chuuls.\n3 | A garden of mussels and tide pool creatures that whisper secrets.\n4 | A hidden shrine with a patchwork depiction of a new kuo-toa deity.\n5 | The lavish chamber of an animal or monster said to be prophetic, lucky, or literate.\n6 | A pool filled with jellyfish, eels, or fish roe that glow in organized patterns.\n7 | A punishment chamber exposed to the light of the surface.\n8 | A towering statue of a kuo-toa deity.\n\nKuo-toa Monitor:\nKuo-toa monitors control the day-to-day life of weaker kuo-toa, directing their work and worship. They also train beasts or monsters in the kuo-toa's service\u2014such as chuuls or giant crabs\u2014and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with electricity channeled through their bizarre whips.\n\nSource:\tMonster Manual (2024) p. 190\n\nEnvironment: coastal, underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 190","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 120 ft., truesight 30 ft.","maxHP":65,"currentHP":65,"temporaryHP":0,"armorClass":13,"speed":"30 ft., swim 30 ft.","initiative":0,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Undercommon"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"kuotoa_monitor_multiattack","title":"Multiattack","source":"","description":"The kuo-toa makes two Bone Whip attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"kuotoa_monitor_bone_whip","title":"Bone Whip","source":"","description":"Melee Attack Roll: +5, reach 10 ft. Hit: 6 (1d6 + 3) Slashing damage plus 7 (2d6) Lightning damage, and the target can't make Opportunity Attacks until the start of the kuo-toa's next turn.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Slashing":"1d6+3","Lightning Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"kuotoa_monitor_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.\n\tKuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.\n\tKuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.\n\nKuo-toa Deities:\nKuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.\n\tLacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.\n\nKuo-toa Deity Head Features:\n1d10 | The Deity's Head Is Like A...\n1 | Barnacle\n2 | Crab claw\n3 | Hagfish\n4 | Moray eel\n5 | Sea anemone\n6 | Shark\n7 | Sunfish\n8 | Tentacle\n9 | Treasure chest\n10 | Viperfish\n\nKuo-toa Deity Body Features:\n1d10 | The Deity's Body Is Like A...\n1 | Hermit crab\n2 | Jellyfish\n3 | Kuo-toa\n4 | Mantis shrimp\n5 | Merfolk\n6 | Plesiosaurus\n7 | Sea cucumber\n8 | Ship's figurehead\n9 | Squid\n10 | Whale\n\nKuo-toa Sanctuaries:\nKuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.\n\nKuo-toa Ritual Sites:\n1d8 | The Kuo-toa Community Features...\n1 | An arena scattered with weapons made from crustacean shells.\n2 | A gallery of hibernating chuuls.\n3 | A garden of mussels and tide pool creatures that whisper secrets.\n4 | A hidden shrine with a patchwork depiction of a new kuo-toa deity.\n5 | The lavish chamber of an animal or monster said to be prophetic, lucky, or literate.\n6 | A pool filled with jellyfish, eels, or fish roe that glow in organized patterns.\n7 | A punishment chamber exposed to the light of the surface.\n8 | A towering statue of a kuo-toa deity.\n\nKuo-toa Whip:\nThe servants of kuo-toa archpriests, kuo-toa whips\u2014so named for their role in enforcing order among other kuo-toa\u2014lead war bands in carrying out the commands of their superiors. In return for their zeal, these kuo-toa are granted minor magical abilities and pincerlike weapons for subduing foes. In battle, whips drive on other kuo-toa with threats of violence and burbling chants.\n\nSource:\tMonster Manual (2024) p. 190\n\nEnvironment: coastal, underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 190","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 120 ft., truesight 30 ft.","maxHP":45,"currentHP":45,"temporaryHP":0,"armorClass":11,"speed":"30 ft., swim 30 ft.","initiative":0,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Undercommon"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"kuotoa_whip_pincer_staff","title":"Pincer Staff","source":"","description":"Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Until the grapple ends, the kuo-toa can't make Pincer Staff attacks.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":4,"damages":{"Piercing":"2d6+2"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"kuotoa_whip_conjure_slimy_glob","title":"Conjure Slimy Glob","source":"","description":"Ranged Attack Roll: +4, range 60 ft. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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As a consequence, the ruler was transformed into a lamia, a monster with the body of a lion and an accursed touch.\n\tLamias either are descendants of that first lamia or have made similar deals. They often dwell near ruins, seeking mysterious magic they can use to gain riches and influence. Lamias use magical illusions and enchantments to trick others into serving them. They sometimes work with bandits to abduct travelers, releasing captives only if they accept a dangerous bargain. Roll on or choose a result from the Lamia Pacts table to inspire a lamia's desires.\n\nLamia Pacts:\n1d6 | The Lamia Compels the Bargainer To...\n1 | Bring it a possession from a ruler or noble.\n2 | Create a map of a dungeon or ruin.\n3 | Escort it through a nearby community's gate.\n4 | Place a strange idol in a specific site or home.\n5 | Remove a magic item's curse, then return it.\n6 | Slay a monster and retrieve a specific organ.\n\nSource:\tMonster Manual (2024) p. 192\n\nEnvironment: desert","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 192","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 60 ft.","maxHP":97,"currentHP":97,"temporaryHP":0,"armorClass":13,"speed":"40 ft.","initiative":1,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Abyssal","Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"lamia_multiattack","title":"Multiattack","source":"","description":"The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lamia_claw","title":"Claw","source":"","description":"Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Slashing":"1d8+3","Psychic Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lamia_corrupting_touch","title":"Corrupting Touch","source":"","description":"Wisdom Saving Throw: DC 13, one creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Psychic":"3d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lamia_spellcasting","title":"Spellcasting","source":"","description":"The lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):\n\n\t\u2022 At will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion\n\t\u2022 1/Day each: Geas, Major Image, Scrying","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lamia_leap_bonus_action","title":"Leap (Bonus Action)","source":"","description":"The lamia jumps up to 30 feet by spending 10 feet of movement.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"lamia_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"disguise_self","title":"Disguise Self","source":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","level":1,"school":"Illusion","castingTime":"Action","range":"Self","duration":"1 hour","description":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Ranger (Gloom Stalker)","School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"geas","title":"Geas","source":"You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\tWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\tYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\tA Remove Curse, Greater Restoration, or Wish spell ends this spell.","level":5,"school":"Enchantment","castingTime":"1 minute","range":"60 feet","duration":"30 day","description":"You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.\n\tWhile Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.\n\tYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.\n\tA Remove Curse, Greater Restoration, or Wish spell ends this spell.","atHigherLevels":"Using a Higher-Level Spell Slot: If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.","prepared":false,"roll":{"base":"5d10"},"tags":["Warlock (Fiend Patron)","School: Enchantment","Bard","Cleric","Druid","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"major_image","title":"Major Image","source":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scrying","title":"Scrying","source":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Concentration, up to 10 minute","description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Paladin (Oath of Vengeance)","School: Divination","Bard","Cleric","Druid","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled 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With their souls preserved in hidden relics, liches puppet their own corpses as they pursue ambitions free from mortal bonds.\n\tLiches possess exceptional cunning and magical prowess, and they use their unnatural immortality to pursue arcane secrets few could grasp in a single life. Uncanny agendas lead them to plumb the secrets of life, the multiverse, godhood, and less fathomable topics. Careless of mortal lives or desires, liches go to any lengths to achieve their goals.\n\tA lich's age and origin influences its form. Older liches appear as little more than brittle skeletons clad in the rotten finery of forgotten empires, while younger liches more closely resemble living creatures and are clad in contemporary garb. Many cloak themselves in illusions of their idealized mortal forms.\n\tAlthough liches don't fear death, they're not free from the ravages of time. Over ages, some liches lose their connection to time and the physical world, degenerating into demiliches.\n\nLich Spirit Jars:\nThe process of becoming a lich is involved, dangerous, and unique to each would-be lich. If the rite succeeds, the lich's soul is bound to a spirit jar, a specially prepared magical repository. This relic anchors the lich's spirit to the world and preserves it should the lich's body be destroyed. A lich can be slain only if its spirit jar is ruined. As such, a lich goes to great lengths to hide and protect its spirit jar.\n\tSpirit jars are typically small, well-made objects that were meaningful to a lich in life. Roll on or choose a result from the Lich Spirit Jar table to inspire where a lich hides its soul.\n\nLich Spirit Jars:\n1d8 | The Lich's Spirit Jar Is...\n1 | A bottle or puzzle box inscribed with sigils.\n2 | A contract folded into a paper figure.\n3 | The first magic item the lich created.\n4 | A hollow figurine of a deity or monster.\n5 | An hourglass with its sands floating in stasis.\n6 | A locket or signet ring with a noble crest.\n7 | A rune-etched egg.\n8 | The skull of the lich's mentor.\n\nSource:\tMonster Manual (2024) p. 196\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 196","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"truesight 120 ft.","maxHP":315,"currentHP":315,"temporaryHP":0,"armorClass":20,"speed":"30 ft.","initiative":17,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+7","proficiencyBonus":7,"languages":["all"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"lich_multiattack","title":"Multiattack","source":"","description":"The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lich_eldritch_burst","title":"Eldritch Burst","source":"","description":"Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":12,"damages":{"Force":"4d12+5"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lich_paralyzing_touch","title":"Paralyzing Touch","source":"","description":"Melee Attack Roll: +12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of the lich's next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":12,"damages":{"Cold":"3d6+5"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lich_spellcasting","title":"Spellcasting","source":"","description":"The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):\n\n\t\u2022 At will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation\n\t\u2022 2/Day each: Animate Dead, Dimension Door, Plane Shift\n\t\u2022 1/Day each: Chain Lightning, Finger of Death, Power Word Kill, Scrying","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lich_protective_magic","title":"Protective Magic","source":"","description":"The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lich_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Lich regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lich_deathly_teleport","title":"Deathly Teleport","source":"","description":"The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Necrotic":"2d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lich_disrupt_life","title":"Disrupt Life","source":"","description":"Constitution Saving Throw: DC 20, each creature that isn't an Undead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: The lich can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Necrotic":"9d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lich_frightening_gaze","title":"Frightening Gaze","source":"","description":"The lich casts Fear, using the same spellcasting ability as Spellcasting. The lich can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lich_lich_lairs","title":"Lich Lairs","source":"","description":"Liches create secluded libraries of magical lore and arcane laboratories hidden within extraplanar bastions, fortresses with cursed reputations, or other such deadly sanctuaries.\n\tThe region containing a lich's lair is warped by its presence, creating the following effects:\n\nAll-Seeing: While in its lair, the lich can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as its Spellcasting action.\n\nInevitable Siphon: Whenever a Humanoid dies within 1 mile of the lair, its soul is immediately consumed by the lich. A Humanoid whose soul is consumed in this way can be brought back to life only by a True Resurrection or Wish spell.\n\nIf the lich is destroyed or moves its lair elsewhere, these effects end immediately. These effects resume if the lich gains a new body (see its Spirit Jar trait).","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"lich_gear","name":"Gear","description":"Component Pouch","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"lich_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"lich_legendary_resistance_4day_or_5day_in_lair","name":"Legendary Resistance (4/Day, or 5/Day in Lair)","description":"If the lich fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"lich_spirit_jar","name":"Spirit Jar","description":"If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich's lair.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"clairvoyance","title":"Clairvoyance","source":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","level":3,"school":"Divination","castingTime":"10 minute","range":"1 Miles","duration":"Concentration, up to 10 minute","description":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Great Old One Patron)","School: Divination","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"true_resurrection","title":"True Resurrection","source":"You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.\n\tThis spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.\n\tThe spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.","level":9,"school":"Necromancy","castingTime":"1 hour","range":"Touch","duration":"Instantaneous","description":"You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.\n\tThis spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.\n\tThe spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Touch Spells","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"diamonds worth 25,000+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wish","title":"Wish","source":"Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\n\tThe basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\n\tAlternatively, you can create one of the following effects of your choice:\n\nObject Creation: You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\n\nInstant Health: You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.\n\nResistance: You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.\n\nSpell Immunity: You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\n\nSudden Learning: You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\n\nRoll Redo: You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.\n\nReshape Reality: You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.\n\tThe stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 chance that you are unable to cast Wish ever again if you suffer this stress.","level":9,"school":"Conjuration","castingTime":"Action","range":"Self","duration":"Instantaneous","description":"Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.\n\tThe basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.\n\tAlternatively, you can create one of the following effects of your choice:\n\nObject Creation: You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.\n\nInstant Health: You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.\n\nResistance: You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.\n\nSpell Immunity: You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.\n\nSudden Learning: You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.\n\nRoll Redo: You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.\n\nReshape Reality: You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.\n\tThe stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 chance that you are unable to cast Wish ever again if you suffer this stress.","atHigherLevels":"","prepared":false,"roll":{"base":"2d4"},"tags":["School: Conjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_magic","title":"Dispel Magic","source":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","level":3,"school":"Abjuration","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fireball","title":"Fireball","source":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","level":3,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Cleric (Light Domain)","Druid (Circle of the Land) (Arid)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a ball of bat guano and sulfur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"lightning_bolt","title":"Lightning Bolt","source":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","level":3,"school":"Evocation","castingTime":"Action","range":"100 feet","duration":"Instantaneous","description":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Druid (Circle of the Land) (Temperate)","Druid (Circle of the Sea)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fur and a crystal rod","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"prestidigitation","title":"Prestidigitation","source":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","level":0,"school":"Transmutation","castingTime":"Action","range":"10 feet","duration":"1 hour","description":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"animate_dead","title":"Animate Dead","source":"Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.\n\tOn each of your turns, you can take 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 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 on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\n\tThe 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 creature.","level":3,"school":"Necromancy","castingTime":"1 minute","range":"10 feet","duration":"Instantaneous","description":"Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.\n\tOn each of your turns, you can take 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 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 on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\n\tThe 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 creature.","atHigherLevels":"Using a Higher-Level Spell Slot: You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.","prepared":false,"roll":{},"tags":["School: Necromancy","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop of blood, a piece of flesh, and a pinch of bone dust","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dimension_door","title":"Dimension Door","source":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","level":4,"school":"Conjuration","castingTime":"Action","range":"500 feet","duration":"Instantaneous","description":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","atHigherLevels":"","prepared":false,"roll":{"base":"4d6"},"tags":["Cleric (Trickery Domain)","Paladin (Oath of Vengeance)","Ranger (Fey Wanderer)","School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"chain_lightning","title":"Chain Lightning","source":"You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\n\tEach target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.","level":6,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\n\tEach target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: One additional bolt leaps from the first target to another target for each spell slot level above 6.","prepared":false,"roll":{"base":"10d8"},"tags":["School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"three silver pins","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"finger_of_death","title":"Finger of Death","source":"You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.\n\tA Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.","level":7,"school":"Necromancy","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.\n\tA Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.","atHigherLevels":"","prepared":false,"roll":{"base":"7d8+30"},"tags":["School: Necromancy","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"power_word_kill","title":"Power Word Kill","source":"You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.","level":9,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.","atHigherLevels":"","prepared":false,"roll":{"base":"12d12"},"tags":["School: Enchantment","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scrying","title":"Scrying","source":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Concentration, up to 10 minute","description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Paladin (Oath of Vengeance)","School: Divination","Bard","Cleric","Druid","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":true,"Athletics":false,"Deception":false,"History":true,"Insight":true,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":true,"Constitution":true,"Dexterity":true,"Intelligence":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Dexterity":false,"Intelligence":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Dexterity":false,"Intelligence":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":7,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"42d8+126","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"undead (wizard)","cr":21,"vulnerabilities":[],"resistances":["Cold","Lightning"],"immunities":["Necrotic","Poison"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.960","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"lion_monster","sourceCharacterId":null,"name":"Lion","species":{"id":"beast","name":"beast","description":"","size":"Large","speed":"50 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"beast","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"4d10","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Lion","description":"","type":"beast","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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While many lizardfolk are Humanoids with varied skills, some forge powerful bonds with the Elemental Plane of Earth, granting them magical connections to the cycle of growth and rebirth.\n\nLizardfolk Geomancer:\nLizardfolk geomancers draw magic from the natural world, using it to protect their people and territories.\n\nSource:\tMonster Manual (2024) p. 197\n\nEnvironment: forest, swamp","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 197","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":33,"currentHP":33,"temporaryHP":0,"armorClass":13,"speed":"30 ft., burrow 20 ft., swim 30 ft.","initiative":0,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Draconic","Primordial (Terran)"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"lizardfolk_geomancer_multiattack","title":"Multiattack","source":"","description":"The lizardfolk makes two Earth Burst attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lizardfolk_geomancer_earth_burst","title":"Earth Burst","source":"","description":"Melee or Ranged Attack Roll: +4, reach 5 ft. or range 60 ft. Hit: 9 (2d6 + 2) Bludgeoning damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":4,"damages":{"Bludgeoning":"2d6+2"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"lizardfolk_geomancer_hail_of_stone_recharge_56","title":"Hail of Stone (Recharge 5-6)","source":"","description":"Constitution Saving Throw: DC 12, each creature in a 20-foot-radius, 40-foot-high Cylinder centered on a point the lizardfolk can see within 60 feet. Failure: 15 (6d4) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Hail Of 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Growth","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"lizardfolk_geomancer_treasure","name":"Treasure","description":"Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"elementalism","title":"Elementalism","source":"You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Sorcerer","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"meld_into_stone","title":"Meld Into Stone","source":"You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\n\tWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\n\tMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"8 hour","description":"You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.\n\tWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.\n\tMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.","atHigherLevels":"","prepared":false,"roll":{"base":"6d6"},"tags":["School: Transmutation","Ritual Caster","Touch Spells","Cleric","Druid","Ranger"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"speak_with_plants","title":"Speak with Plants","source":"You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\n\tYou can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.\n\tThe spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\n\tIf a Plant creature is in the area, you can communicate with it as if you shared a common language.","level":3,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"10 minute","description":"You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.\n\tYou can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.\n\tThe spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.\n\tIf a Plant creature is in the area, you can communicate with it as if you shared a common language.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"spike_growth","title":"Spike Growth","source":"The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.\n\tThe transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.","level":2,"school":"Transmutation","castingTime":"Action","range":"150 feet","duration":"Concentration, up to 10 minute","description":"The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.\n\tThe transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.","atHigherLevels":"","prepared":false,"roll":{"base":"2d4"},"tags":["School: Transmutation","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"seven thorns","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":2,"Survival":0},"hitDice":"6d8+6","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"elemental","cr":2,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.966","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mage_misty_step_3day_bonus_action","title":"Misty Step (3/Day) (Bonus Action)","source":"","description":"The mage casts Misty Step, using the same spellcasting ability as Spellcasting.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"per day","rechargeAmount":"3/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mage_protective_magic_3day","title":"Protective Magic (3/Day)","source":"","description":"The mage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"per day","rechargeAmount":"3/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"mage_gear","name":"Gear","description":"Wand","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mage_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.\nIndividual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mage_size","name":"Size","description":"Small, Medium","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"light","title":"Light","source":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","level":0,"school":"Evocation","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Celestial Patron)","School: Evocation","Touch Spells","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a firefly or phosphorescent moss","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_armor","title":"Mage Armor","source":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"8 hour","description":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of cured leather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"prestidigitation","title":"Prestidigitation","source":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","level":0,"school":"Transmutation","castingTime":"Action","range":"10 feet","duration":"1 hour","description":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fireball","title":"Fireball","source":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","level":3,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Cleric (Light Domain)","Druid (Circle of the Land) (Arid)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a ball of bat guano and sulfur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"cone_of_cold","title":"Cone of Cold","source":"You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.","level":5,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 5.","prepared":false,"roll":{"5":"8d8","6":"9d8","7":"10d8","8":"11d8","9":"12d8"},"tags":["Druid (Circle of the Land) (Polar)","School: Evocation","Druid","Sorcerer","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a small crystal or glass cone","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fly","title":"Fly","source":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 10 minute","description":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"misty_step","title":"Misty Step","source":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","level":2,"school":"Conjuration","castingTime":"Bonus Action","range":"Self","duration":"Instantaneous","description":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Temperate)","Paladin (Oath of the Ancients)","Paladin (Oath of Vengeance)","Ranger (Fey Wanderer)","Warlock (Archfey Patron)","School: Conjuration","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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These genies typically dwell in or near bodies of water. While gentle marids make homes amid springs, oases, and serene pools, tempestuous marids inhabit sea stacks, whirlpools, and treacherous coasts. Marids vary in appearance, their bodies reflecting the colors of the waves while distinctive fins and scales accent their features. Marids lend their powers and knowledge of the seas to those who defend the marids' watery realms or who offer them pleasing gifts. Marids appreciate rare aquatic treasures, such as colorful pearls, shell instruments, or delicacies from distant seas.\n\tMarids hail from the Elemental Plane of Water, where they live in wondrous homes drifting amid the endless ocean. Among these is the Citadel of Ten Thousand Pearls\u2014a coral sphere studded with dozens of domed theaters and libraries\u2014and the air-filled, cosmopolitan City of Glass.\n\nSource:\tMonster Manual (2024) p. 203\n\nEnvironment: coastal, planar (elemental plane of water), underwater","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 203","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic neutral","senses":"blindsight 30 ft., darkvision 120 ft.","maxHP":229,"currentHP":229,"temporaryHP":0,"armorClass":17,"speed":"30 ft., fly 60 ft., swim 90 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Primordial (Aquan)"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"marid_multiattack","title":"Multiattack","source":"","description":"The marid makes three Aquatic Lash attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"marid_aquatic_lash","title":"Aquatic Lash","source":"","description":"Melee Attack Roll: +10, reach 15 ft. Hit: 15 (2d8 + 6) Slashing damage plus 9 (2d8) Cold damage.","properties":"Action, Reach (15 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":10,"damages":{"Bludgeoning":"2d8+6+2d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"marid_water_jet","title":"Water Jet","source":"","description":"Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 31 (9d6) Cold damage. If the target is a Huge or smaller creature, it is pushed up to 20 feet straight away from the marid and has the Prone condition. Success: Half damage only.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Cold":"9d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"marid_spellcasting","title":"Spellcasting","source":"","description":"The marid casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):\n\n\t\u2022 At will: Create or Destroy Water, Detect Evil and Good, Detect Magic, Purify Food and Drink\n\t\u2022 1/Day each: Control Water, Gaseous Form, Invisibility, Plane Shift, Tongues","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"marid_misty_veil_recharge_56_bonus_action","title":"Misty Veil (Recharge 5-6) (Bonus Action)","source":"","description":"The marid casts Fog Cloud, using the same spellcasting ability as Spellcasting.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"marid_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"marid_amphibious","name":"Amphibious","description":"The marid can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"marid_elemental_restoration","name":"Elemental Restoration","description":"If the marid dies outside the Elemental Plane of Water, its body dissolves into brine, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"marid_wishes","name":"Wishes","description":"The marid has a 30 percent chance of knowing the Wish spell. If the marid knows it, the marid can cast it only on behalf of a non-genie creature who communicates a wish in a way the marid can understand. If the marid casts the spell for the creature, the marid suffers none of the spell's stress. Once the marid has cast it three times, the marid can't do so again for 365 days.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"create_food_and_water","title":"Create Food and Water","source":"You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.","level":3,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"create_or_destroy_water","title":"Create or Destroy Water","source":"You do one of the following:\n\nCreate Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\n\nDestroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.","level":1,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You do one of the following:\n\nCreate Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\n\nDestroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.","atHigherLevels":"Using a Higher-Level Spell Slot: You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mix of water and sand","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"purify_food_and_drink","title":"Purify Food and Drink","source":"You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.","level":1,"school":"Transmutation","castingTime":"Action","range":"10 feet","duration":"Instantaneous","description":"You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Ritual Caster","Cleric","Druid","Paladin"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invocation_lifedrinker","title":"Invocation: Lifedrinker","source":"Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation\n\nOnce per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).","level":0,"school":"Invocation","castingTime":"","range":"","duration":"","description":"Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation\n\nOnce per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).","atHigherLevels":"","prepared":false,"roll":{},"tags":["Eldritch Invocations"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_water","title":"Control Water","source":"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 chance of capsizing.\n\tThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water: You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool: You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","level":4,"school":"Transmutation","castingTime":"Action","range":"300 feet","duration":"Concentration, up to 10 minute","description":"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 chance of capsizing.\n\tThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water: You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool: You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{"base":"2d8"},"tags":["Druid (Circle of the Sea)","School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mixture of water and dust","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"gaseous_form","title":"Gaseous Form","source":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of gauze","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tongues","title":"Tongues","source":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","level":3,"school":"Divination","castingTime":"Action","range":"Touch","duration":"1 hour","description":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Touch Spells","Bard","Cleric","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"a miniature ziggurat","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Dexterity":true,"Charisma":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Dexterity":false,"Charisma":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Dexterity":false,"Charisma":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"17d10+136","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Large","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"elemental (genie)","cr":11,"vulnerabilities":[],"resistances":["Acid","Cold","Lightning"],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.987","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"marilith_monster","sourceCharacterId":null,"name":"Marilith","species":{"id":"fiend_(demon)","name":"fiend (demon)","description":"","size":"Large","speed":"40 ft., climb 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"fiend (demon)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"21d10+105","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Marilith","description":"","type":"fiend (demon)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"af4b3d0b-f26d-451a-b531-f9e4a0e84606","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":18,"Dexterity":20,"Constitution":20,"Intelligence":18,"Wisdom":16,"Charisma":20},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Mariliths are six-armed, serpentlike demons that wield lethal, Abyss-forged blades. With these cursed weapons and experience from countless battles, they lead other demons to slaughter virtuous souls. They often command droves of weaker demons.\n\nSource:\tMonster Manual (2024) p. 204\n\nEnvironment: planar (abyss)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 204","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"truesight 120 ft.","maxHP":220,"currentHP":220,"temporaryHP":0,"armorClass":16,"speed":"40 ft., climb 40 ft.","initiative":10,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Abyssal; telepathy 120 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"marilith_multiattack","title":"Multiattack","source":"","description":"The marilith makes six Pact Blade attacks and uses Constrict.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"marilith_pact_blade","title":"Pact Blade","source":"","description":"Melee Attack Roll: +10, reach 5 ft. 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Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You exert control over the elements, creating one of the following effects within range.\n\nBeckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.\n\nBeckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.\n\nBeckon Fire: You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.\n\nBeckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.\n\nSculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid","Sorcerer","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"light","title":"Light","source":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","level":0,"school":"Evocation","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Celestial Patron)","School: Evocation","Touch Spells","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a firefly or phosphorescent moss","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_water","title":"Control Water","source":"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 chance of capsizing.\n\tThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water: You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool: You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","level":4,"school":"Transmutation","castingTime":"Action","range":"300 feet","duration":"Concentration, up to 10 minute","description":"Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.\n\nFlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 chance of capsizing.\n\tThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.\n\nPart Water: You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\nRedirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\nWhirlpool: You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{"base":"2d8"},"tags":["Druid (Circle of the Sea)","School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mixture of water and dust","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"create_food_and_water","title":"Create Food and Water","source":"You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.","level":3,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range\u2014both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"create_or_destroy_water","title":"Create or Destroy Water","source":"You do one of the following:\n\nCreate Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\n\nDestroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.","level":1,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"You do one of the following:\n\nCreate Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.\n\nDestroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.","atHigherLevels":"Using a Higher-Level Spell Slot: You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a mix of water and sand","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":true,"Constitution":true,"Dexterity":true,"Charisma":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Dexterity":false,"Charisma":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Dexterity":false,"Charisma":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"15d8+30","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"elemental","cr":6,"vulnerabilities":[],"resistances":["Cold"],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:33.997","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"merrow_monster","sourceCharacterId":null,"name":"Merrow","species":{"id":"monstrosity","name":"monstrosity","description":"","size":"Large","speed":"10 ft., swim 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"monstrosity","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"6d10+12","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Merrow","description":"","type":"monstrosity","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"5f47925d-bc84-45e4-8b91-79da74b52054","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":18,"Dexterity":15,"Constitution":15,"Intelligence":8,"Wisdom":10,"Charisma":9},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Vicious aquatic hunters, merrow combine the features of ogres with those of primeval, predatory fish. They lurk in coastal waters, hoping to snare unsuspecting prey by bursting from the water and grabbing their quarry or by skewering victims with deadly harpoons. These hunters then drag land dwellers back to dismal undersea lairs. Merrow often keep prisoners in their larders as future meals.\n\tMerrow raid coastal settlements and merfolk communities to steal weapons and treasure. This leads to conflicts between merfolk and merrow, but it also provokes misunderstandings with surface dwellers who blame merfolk for merrow attacks.\n\nSource:\tMonster Manual (2024) p. 210\n\nEnvironment: coastal, underwater","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 210","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 60 ft.","maxHP":45,"currentHP":45,"temporaryHP":0,"armorClass":13,"speed":"10 ft., swim 40 ft.","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Abyssal","Primordial (Aquan)"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"merrow_multiattack","title":"Multiattack","source":"","description":"The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"merrow_bite","title":"Bite","source":"","description":"Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow's next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":6,"damages":{"Piercing":"1d4+4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"merrow_claw","title":"Claw","source":"","description":"Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":6,"damages":{"Slashing":"2d4+4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"merrow_harpoon","title":"Harpoon","source":"","description":"Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself.","properties":"Action, Range (20/60 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":6,"damages":{"Piercing":"2d6+4"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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These greedy, violent yugoloths are more direct than most of their scheming brethren, but what they lack in guile they make up for in persistence and numbers.\n\tMezzoloths typically form mercenary bands with others of their kind. These forces serve more powerful yugoloths, other fiends, sinister mages, or anyone who provides them with tempting rewards. Mezzoloths obediently adhere to the bargains they strike, potentially serving their patrons for centuries, but once those terms expire, yesterday's client could become today's target. Roll on or choose a result from the Mezzoloth Payments table to inspire a mezzoloth's price for its services.\n\nMezzoloth Payments:\n1d6 | The Mezzoloth Agrees to Serve For...\n1 | Access to a planar portal.\n2 | Information valued by its true master.\n3 | A lair where it can bring others of its kind.\n4 | Magic weapons or armor.\n5 | The right to loot holy sites in places it conquers.\n6 | Souls, whether as larvae or captured spirits.\n\nSource:\tMonster Manual (2024) p. 211\n\nEnvironment: planar (gehenna)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 211","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"blindsight 60 ft., darkvision 60 ft.","maxHP":75,"currentHP":75,"temporaryHP":0,"armorClass":18,"speed":"40 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Abyssal","Infernal; telepathy 60 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"mezzoloth_multiattack","title":"Multiattack","source":"","description":"The mezzoloth makes two attacks, using Claws or Mercurial Trident in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mezzoloth_claws","title":"Claws","source":"","description":"Melee Attack Roll: +7, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from two of four claws, and it has the Restrained condition until the grapple ends.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Slashing":"2d4+4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mezzoloth_mercurial_trident","title":"Mercurial Trident","source":"","description":"Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 8 (1d8 + 4) Piercing damage plus 10 (3d6) Force damage. Hit or Miss: The trident magically returns to the mezzoloth's claw immediately after a ranged attack.","properties":"Action, Range (20/60 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Piercing":"1d8+4","Force Damage":"3d6"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mezzoloth_spellcasting","title":"Spellcasting","source":"","description":"The mezzoloth casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):\n\n\t\u2022 1/Day each: Cloudkill, Darkness, Dispel Magic","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mezzoloth_teleport_recharge_56_bonus_action","title":"Teleport (Recharge 5-6) (Bonus Action)","source":"","description":"The mezzoloth teleports up to 60 feet to an unoccupied space it can see. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mezzoloth_fiendish_restoration","name":"Fiendish Restoration","description":"If the mezzoloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in Gehenna.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mezzoloth_magic_resistance","name":"Magic Resistance","description":"The mezzoloth has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"cloudkill","title":"Cloudkill","source":"You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\n\tEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\tThe Sphere moves 10 feet away from you at the start of each of your turns.","level":5,"school":"Conjuration","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.\n\tEach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.\n\tThe Sphere moves 10 feet away from you at the start of each of your turns.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 5.","prepared":false,"roll":{"5":"5d8","6":"6d8","7":"7d8","8":"8d8","9":"9d8"},"tags":["School: Conjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"darkness","title":"Darkness","source":"For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\tAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\tIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.","level":2,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\tAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\tIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Evocation","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"bat fur and a piece of coal","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_magic","title":"Dispel Magic","source":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","level":3,"school":"Abjuration","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"10d8+30","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"fiend (yugoloth)","cr":5,"vulnerabilities":[],"resistances":["Cold","Fire","Lightning"],"immunities":["Acid","Poison"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.001","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"mimic_monster","sourceCharacterId":null,"name":"Mimic","species":{"id":"monstrosity","name":"monstrosity","description":"","size":"Medium","speed":"20 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"monstrosity","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"9d8+18","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Mimic","description":"","type":"monstrosity","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"fa221f67-c753-4c95-bce9-aeb1dad41b67","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":17,"Dexterity":12,"Constitution":15,"Intelligence":5,"Wisdom":13,"Charisma":8},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"In their natural forms, mimics are little more than roaming stomachs, their blobby bodies covered with alien eyes and teeth. They can alter their color, texture, and dimensions to duplicate inanimate objects of their approximate size. Mimics use their disguises as both camouflage and bait. Once victims draw close, mimics strike, lashing out with their sticky pseudopods and toothy mouths. After consuming victims, mimics usually relocate, change form, and await their next meal.\n\tUse the following list to inspire mimics' shapes:\n\nAltar\nBell\nBoulder\nCauldron\nChair\nChandelier\nChest\nCot\nDoor\nFloor mat\nGiant gemstone\nGravestone\nHeap of leaves\nKeg\nLadder\nLectern\nMannequin\nMirror\nObelisk\nOversize cake\nPanel of levers\nPile of bones\nPotted plant\nRow of books\nSarcophagus\nSculpture\nShip's wheel\nSign\nStalagmite\nStump\nTable\nTapestry\nTaxidermy\nThrone\nTopiary\nWeapon rack\n\nSource:\tMonster Manual (2024) p. 212\n\nEnvironment: underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 212","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"darkvision 60 ft.","maxHP":58,"currentHP":58,"temporaryHP":0,"armorClass":12,"speed":"20 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"mimic_bite","title":"Bite","source":"","description":"Melee Attack Roll: +5 (with Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage\u2014or 12 (2d8 + 3) Piercing damage if the target is Grappled by the mimic\u2014plus 4 (1d8) Acid damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Piercing":"1d8+3","Acid Damage":"1d8","Piercing While Grappled":"2d8+3"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mimic_pseudopod","title":"Pseudopod","source":"","description":"Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 4 (1d8) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Bludgeoning":"1d8+3","Acid Damage":"1d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mimic_shapeshift_bonus_action","title":"Shape-Shift (Bonus Action)","source":"","description":"The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"mimic_treasure","name":"Treasure","description":"Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mimic_adhesive_object_form_only","name":"Adhesive (Object Form Only)","description":"The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"d2fee7b1-f897-40b8-b10e-cd6258a60f52","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":11,"Dexterity":12,"Constitution":12,"Intelligence":19,"Wisdom":17,"Charisma":17},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Scattered survivors of a world-ruining, multiversal empire, mind flayers lurk in secret conclaves hidden deep within Material Plane worlds. Within their alien sanctuaries, these wicked masterminds\u2014also known as illithids\u2014reshape the Underdark and its inhabitants to serve their unfathomable whims. Mind flayers are feared for their psionic powers, which allow them to stun and control other creatures, and for their horrific method of feeding: using their four slimy tentacles to extract the brains of their victims.\n\tMind flayers are infamous plotters and manipulators, concocting plans that reach beyond their subterranean realms. Aside from using their psionic powers to control others, mind flayers often experiment with their own bizarre life cycles, implanting other creatures with illithid young to create unnatural servants. Creatures such as grimlocks and intellect devourers result from mind flayers' biological tampering, while other Underdark-dwelling monsters\u2014including kuo-toa, quaggoths, and troglodytes\u2014often serve illithid masters. Githyanki and githzerai have a long adversarial history with mind flayers and bear the scars of illithid manipulation.\n\nMind Flayer Colonies:\nMind flayers work as lone schemers, in mysterious cabals, or as part of worlds-spanning illithid conspiracies. In groups, mind flayers work toward bizarre agendas organized by an elder brain\u2014a massive, brain-like being with incredible psionic powers. Without such a leader, groups of mind flayers fall to selfdestructive squabbling. Roll on or choose a result from the Mind Flayer Machinations table to inspire an illithid conclave's plots.\n\nMind Flayer Machinations:\n1d6 | The Mind Flayer Colony Seeks To...\n1 | Blot out the sun so their Underdark-dwelling servants can invade the surface.\n2 | Create a new monstrous fusion between mind flayers and a legendary monster.\n3 Forge a psionic network uniting illithid colonies.\n4 | Replace world leaders with intellect devourers.\n5 | Restore a vessel to travel through Wildspace.\n6 | Sacrifice the mental energy of a planet's populace to take control of a githyanki bastion.\n\nMind Flayer:\nA mind flayer's hunger for brains is outmeasured only by its thirst for dominance, and it embraces any plot that allows it to indulge both.\n\nSource:\tMonster Manual (2024) p. 214\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 214","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"darkvision 120 ft.","maxHP":99,"currentHP":99,"temporaryHP":0,"armorClass":15,"speed":"30 ft., fly 15 ft.(hover)","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Deep Speech","Undercommon; telepathy 120 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"mind_flayer_tentacles","title":"Tentacles","source":"","description":"Melee Attack Roll: +7, reach 5 ft. Hit: 22 (4d8 + 4) Psychic damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from all the mind flayer's tentacles, and the target has the Stunned condition until the grapple ends.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Psychic":"4d8+4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mind_flayer_extract_brain","title":"Extract Brain","source":"","description":"Constitution Saving Throw: DC 15, one creature that is Grappled by the mind flayer's Tentacles. Failure: 55 (10d10) Piercing damage. Success: Half damage. Failure or Success: If this damage reduces the target to 0 Hit Points, the mind flayer kills it and devours its brain.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Piercing":"10d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mind_flayer_mind_blast_recharge_56","title":"Mind Blast (Recharge 5-6)","source":"","description":"Intelligence Saving Throw: DC 15, each creature in a 60-foot Cone. Failure: 31 (6d8 + 4) Psychic damage, and the target has the Stunned condition until the end of the mind flayer's next turn. Success: Half damage only.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Mind 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"mind_flayer_gear","name":"Gear","description":"Breastplate","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mind_flayer_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mind_flayer_magic_resistance","name":"Magic Resistance","description":"The mind flayer has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dominate_monster","title":"Dominate Monster","source":"One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.\n\tYou have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as \"Attack that creature,\" \"Move over there,\" or \"Fetch that object.\" The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\tYou can command the target to take a Reaction but must take your own Reaction to do so.","level":8,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 hour","description":"One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. 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If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.\n\tYou can command the target to take a Reaction but must take your own Reaction to do so.","atHigherLevels":"Using a Higher-Level Spell Slot: Your Concentration can last longer with a level 9 spell slot (up to 8 hours).","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"9cf4ec85-11bb-428a-bc19-37c1ea958a75","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":11,"Dexterity":14,"Constitution":13,"Intelligence":20,"Wisdom":17,"Charisma":17},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Scattered survivors of a world-ruining, multiversal empire, mind flayers lurk in secret conclaves hidden deep within Material Plane worlds. Within their alien sanctuaries, these wicked masterminds\u2014also known as illithids\u2014reshape the Underdark and its inhabitants to serve their unfathomable whims. Mind flayers are feared for their psionic powers, which allow them to stun and control other creatures, and for their horrific method of feeding: using their four slimy tentacles to extract the brains of their victims.\n\tMind flayers are infamous plotters and manipulators, concocting plans that reach beyond their subterranean realms. Aside from using their psionic powers to control others, mind flayers often experiment with their own bizarre life cycles, implanting other creatures with illithid young to create unnatural servants. Creatures such as grimlocks and intellect devourers result from mind flayers' biological tampering, while other Underdark-dwelling monsters\u2014including kuo-toa, quaggoths, and troglodytes\u2014often serve illithid masters. Githyanki and githzerai have a long adversarial history with mind flayers and bear the scars of illithid manipulation.\n\nMind Flayer Colonies:\nMind flayers work as lone schemers, in mysterious cabals, or as part of worlds-spanning illithid conspiracies. In groups, mind flayers work toward bizarre agendas organized by an elder brain\u2014a massive, brain-like being with incredible psionic powers. Without such a leader, groups of mind flayers fall to selfdestructive squabbling. Roll on or choose a result from the Mind Flayer Machinations table to inspire an illithid conclave's plots.\n\nMind Flayer Machinations:\n1d6 | The Mind Flayer Colony Seeks To...\n1 | Blot out the sun so their Underdark-dwelling servants can invade the surface.\n2 | Create a new monstrous fusion between mind flayers and a legendary monster.\n3 Forge a psionic network uniting illithid colonies.\n4 | Replace world leaders with intellect devourers.\n5 | Restore a vessel to travel through Wildspace.\n6 | Sacrifice the mental energy of a planet's populace to take control of a githyanki bastion.\n\nMind Flayer Arcanist:\nMind flayer arcanists enhance their psionic abilities with magic. Other mind flayers view those that undertake such experiments with disgust and fear.\n\nSource:\tMonster Manual (2024) p. 214\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 214","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"darkvision 120 ft.","maxHP":143,"currentHP":143,"temporaryHP":0,"armorClass":16,"speed":"30 ft., fly 30 ft.(hover)","initiative":6,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Deep Speech","Undercommon; telepathy 120 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"mind_flayer_arcanist_multiattack","title":"Multiattack","source":"","description":"The mind flayer makes three Arcane Tentacles attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mind_flayer_arcanist_arcane_tentacles","title":"Arcane Tentacles","source":"","description":"Melee or Ranged Attack Roll: +9, reach 5 ft. or range 120 ft. Hit: 27 (4d10 + 5) Psychic damage, and the mind flayer can teleport the target up to 30 feet to an unoccupied space the mind flayer can see on a surface or liquid large enough to support the target. If this damage reduces the target to 0 Hit Points, the mind flayer kills it and magically devours its brain.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Psychic":"4d10+5"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mind_flayer_arcanist_mind_burst_recharge_56","title":"Mind Burst (Recharge 5-6)","source":"","description":"Intelligence Saving Throw: DC 17, each creature in a 40-foot Emanation originating from the mind flayer. Failure: 41 (8d8 + 5) Psychic damage, and the target has the Stunned condition until the end of the mind flayer's next turn. Success: Half damage only.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Mind 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"mind_flayer_arcanist_gear","name":"Gear","description":"Breastplate","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mind_flayer_arcanist_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mind_flayer_arcanist_magic_resistance","name":"Magic Resistance","description":"The mind flayer has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"disguise_self","title":"Disguise Self","source":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","level":1,"school":"Illusion","castingTime":"Action","range":"Self","duration":"1 hour","description":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Ranger (Gloom Stalker)","School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"clairvoyance","title":"Clairvoyance","source":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","level":3,"school":"Divination","castingTime":"10 minute","range":"1 Miles","duration":"Concentration, up to 10 minute","description":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Great Old One Patron)","School: Divination","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dimension_door","title":"Dimension Door","source":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","level":4,"school":"Conjuration","castingTime":"Action","range":"500 feet","duration":"Instantaneous","description":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","atHigherLevels":"","prepared":false,"roll":{"base":"4d6"},"tags":["Cleric (Trickery Domain)","Paladin (Oath of Vengeance)","Ranger (Fey Wanderer)","School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fireball","title":"Fireball","source":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","level":3,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Cleric (Light Domain)","Druid (Circle of the Land) (Arid)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a ball of bat guano and sulfur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"lightning_bolt","title":"Lightning Bolt","source":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","level":3,"school":"Evocation","castingTime":"Action","range":"100 feet","duration":"Instantaneous","description":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Druid (Circle of the Land) (Temperate)","Druid (Circle of the Sea)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fur and a crystal rod","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sending","title":"Sending","source":"You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\tYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 chance that the message doesn't arrive. You know if the delivery fails.\n\tUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.","level":3,"school":"Divination","castingTime":"Action","range":"Unlimited","duration":"Instantaneous","description":"You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\tYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 chance that the message doesn't arrive. You know if the delivery fails.\n\tUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","School: Divination","Bard","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a copper wire","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":true,"Athletics":false,"Deception":false,"History":false,"Insight":true,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true,"Charisma":true,"Intelligence":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false,"Charisma":false,"Intelligence":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false,"Charisma":false,"Intelligence":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":4,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"26d8+26","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"aberration","cr":11,"vulnerabilities":[],"resistances":[],"immunities":["Psychic"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.008","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"minotaur_of_baphomet_monster","sourceCharacterId":null,"name":"Minotaur of Baphomet","species":{"id":"monstrosity","name":"monstrosity","description":"","size":"Large","speed":"40 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest.\n\tMummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go to extreme lengths to avenge themselves and restore what they need to find peace.\n\tA mummy might look frail, but its body possesses supernatural strength, and its gaze can strike fear in the bravest hearts. Those who escape a mummy's grasp might find themselves subject to a terrible curse. Victims of a mummy's curse gradually wither, their bodies rotting away until they're reduced to dust. This curse can be healed only by the Remo v e Curse spell or similar magic.\n\nMummy:\nCommon mummies are the remains of priests, nobles, or champions of faith that underwent magical burial rites. Some are preserved through processes using linen wrappings or clay, but others are preserved by peat bogs, ice, magic, or other means.\n\tRoll on or choose a result from the Mummy Resurrections table to determine why a mummy has returned from the dead.\n\nMummy Resurrections:\n1d8 | The Mummy Reanimates To...\n1 | Defend a holy site it was created to protect.\n2 | Obey the summons of a mummy lord.\n3 | Oppose an enemy who has returned to life.\n4 | Protect its descendants from an ancient threat.\n5 | Punish the progeny of those who cursed it.\n6 | Reclaim treasures robbed from its crypt.\n7 | Serve whoever speaks the prayer on its tomb.\n8 | Slay anyone who sets eyes on it.\n\nSource:\tMonster Manual (2024) p. 219\n\nEnvironment: desert, swamp","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 219","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"darkvision 60 ft.","maxHP":58,"currentHP":58,"temporaryHP":0,"armorClass":11,"speed":"20 ft.","initiative":-1,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common plus two other languages"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"mummy_multiattack","title":"Multiattack","source":"","description":"The mummy makes two Rotting Fist attacks and uses Dreadful Glare.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mummy_rotting_fist","title":"Rotting Fist","source":"","description":"Melee Attack Roll: +5, reach 5 ft. 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A creature dies and turns to dust if reduced to 0 Hit Points by this attack.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Bludgeoning":"1d10+3","Necrotic Damage":"3d6","Hp Max Decrease":"3d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mummy_dreadful_glare","title":"Dreadful Glare","source":"","description":"Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"87ed1366-b211-4061-a2e0-80f0f0e58d9c","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":18,"Dexterity":10,"Constitution":17,"Intelligence":11,"Wisdom":19,"Charisma":16},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest.\n\tMummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go to extreme lengths to avenge themselves and restore what they need to find peace.\n\tA mummy might look frail, but its body possesses supernatural strength, and its gaze can strike fear in the bravest hearts. Those who escape a mummy's grasp might find themselves subject to a terrible curse. Victims of a mummy's curse gradually wither, their bodies rotting away until they're reduced to dust. This curse can be healed only by the Remo v e Curse spell or similar magic.\n\nMummy Lord:\nThose desperate to escape death sometimes make terrible bargains with wicked deities. Devoting their hearts to evil forces, these villains gain power over death and a cursed immortality that binds their minds and spirits within a desiccated corpse. Freed from mortal concerns, these mummy lords pursue their obsessions across ages.\n\tMost mummy lords linger amid the ruins of ancient palaces or temples where they once held sway. Their age-old faith and ties to deathly forces grant them fearful magic, which they use to sow ruin and animate undead servants.\n\tA mummy lord's heart embodies the pact that grants it immortality. Rather than bearing its heart within its corpse, a mummy lord removes and hides this accursed organ. As long as its heart isn't destroyed by fire, a mummy lord can return to unlife no matter what doom it meets.\n\tMummy lords are usually consumed by ageless plots. Roll on or choose a result from the Mummy Lord Plots table to determine a mummy lord's ancient agenda.\n\nMummy Lord Plots:\n1d8 | The Mummy Lord Seeks To...\n1 | Open a portal to the past, when its power was at its height.\n2 | Perform a ritual that can be attempted only once every eight hundred years.\n3 | Reclaim and resurrect a loved one's corpse.\n4 | Reconquer the lands that once composed its empire.\n5 | Recover the pieces of its lost heart.\n6 | Replace its descendant as the ruler of a realm.\n7 | Sacrifice a thousand souls to its god in return for true life.\n8 | Transform the people of an entire nation into Undead servants.\n\nSource:\tMonster Manual (2024) p. 221\n\nEnvironment: desert, swamp","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 221","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"truesight 60 ft.","maxHP":187,"currentHP":187,"temporaryHP":0,"armorClass":17,"speed":"30 ft.","initiative":10,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common plus three other languages"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"mummy_lord_multiattack","title":"Multiattack","source":"","description":"The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mummy_lord_rotting_fist","title":"Rotting Fist","source":"","description":"Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Bludgeoning":"2d10+4","Necrotic Damage":"3d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mummy_lord_channel_negative_energy","title":"Channel Negative Energy","source":"","description":"Ranged Attack Roll: +9, range 60 ft. Hit: 25 (6d6 + 4) Necrotic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Necrotic":"6d6+4"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mummy_lord_dreadful_glare","title":"Dreadful Glare","source":"","description":"Wisdom Saving Throw: DC 17, one creature the mummy can see within 60 feet. Failure: 25 (6d6 + 4) Psychic damage, and the target has the Paralyzed condition until the end of the mummy's next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Psychic":"6d6+4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mummy_lord_spellcasting","title":"Spellcasting","source":"","description":"The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):\n\n\t\u2022 At will: Dispel Magic, Thaumaturgy\n\t\u2022 1/Day each: Animate Dead, Harm, Insect Plague (level 7 version)","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mummy_lord_whirlwind_of_sand","title":"Whirlwind of Sand","source":"","description":"Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the Blinded condition until the end of the mummy's next turn.","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mummy_lord_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Mummy Lord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Mummy Lord regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mummy_lord_glare","title":"Glare","source":"","description":"The mummy uses Dreadful Glare. The mummy can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mummy_lord_necrotic_strike","title":"Necrotic Strike","source":"","description":"The mummy makes one Rotting Fist or Channel Negative Energy attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"mummy_lord_dread_command","title":"Dread Command","source":"","description":"The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting. 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Such sites have forbidding reputations, or they might be lost and forgotten.\n\tThe region containing a mummy lord's lair is warped by its presence, creating the following effects:\n\nCursed Fate: Whenever a creature other than the mummy or one of its allies casts a Divination spell while within 1 mile of the lair, the creature makes a DC 15 Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast the spell is wasted, but any resources used to cast it aren't expended.\n\nSoul Drain: Creatures within 1 mile of the lair have Disadvantage on Death Saving Throws.\n\nIf the mummy lord is destroyed or moves its lair elsewhere, these effects end immediately. The effects resume if the mummy lord gains a new body (see its Undead Restoration trait).","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"mummy_lord_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mummy_lord_size","name":"Size","description":"Small, Medium","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mummy_lord_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the mummy fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mummy_lord_magic_resistance","name":"Magic Resistance","description":"The mummy has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mummy_lord_undead_restoration","name":"Undead Restoration","description":"If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"command","title":"Command","source":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","level":1,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:\n\nApproach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\nDrop: The target drops whatever it is holding and then ends its turn.\n\nFlee: The target spends its turn moving away from you by the fastest available means.\n\nGrovel: The target has the Prone condition and then ends its turn.\n\nHalt: On its turn, the target doesn't move and takes no action or Bonus Action.","atHigherLevels":"Using a Higher-Level Spell Slot: You can affect one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","Warlock (Fiend Patron)","School: Enchantment","Bard","Cleric","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_magic","title":"Dispel Magic","source":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","level":3,"school":"Abjuration","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"animate_dead","title":"Animate Dead","source":"Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.\n\tOn each of your turns, you can take 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 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 on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\n\tThe 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 creature.","level":3,"school":"Necromancy","castingTime":"1 minute","range":"10 feet","duration":"Instantaneous","description":"Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.\n\tOn each of your turns, you can take 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 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 on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.\n\tThe 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 creature.","atHigherLevels":"Using a Higher-Level Spell Slot: You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.","prepared":false,"roll":{},"tags":["School: Necromancy","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a drop of blood, a piece of flesh, and a pinch of bone dust","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"harm","title":"Harm","source":"You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Points maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Points maximum below 1.","level":6,"school":"Necromancy","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Points maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Points maximum below 1.","atHigherLevels":"","prepared":false,"roll":{"base":"14d6"},"tags":["School: Necromancy","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"insect_plague","title":"Insect Plague","source":"Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.\n\tWhen the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.","level":5,"school":"Conjuration","castingTime":"Action","range":"300 feet","duration":"Concentration, up to 10 minute","description":"Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.\n\tWhen the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 5.","prepared":false,"roll":{"5":"4d10","6":"5d10","7":"6d10","8":"7d10","9":"8d10"},"tags":["Druid (Circle of the Land) (Tropical)","Warlock (Fiend Patron)","School: Conjuration","Cleric","Druid","Sorcerer"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a locust","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":true,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":true,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":true,"Intelligence":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Intelligence":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Intelligence":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"25d8+75","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Small","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"undead","cr":15,"vulnerabilities":[],"resistances":[],"immunities":["Necrotic","Poison"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.029","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"myconid_adult_monster","sourceCharacterId":null,"name":"Myconid Adult","species":{"id":"plant","name":"plant","description":"","size":"Medium","speed":"20 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"plant","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"3d8+3","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Myconid Adult","description":"","type":"plant","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"231b86a0-75fa-48b5-9706-a4cdf47253f5","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":10,"Dexterity":10,"Constitution":12,"Intelligence":10,"Wisdom":13,"Charisma":7},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Myconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures.\n\nMyconid Adult:\nMyconid adults defend their territories and other myconids from invaders.\n\nSource:\tMonster Manual (2024) p. 223\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 223","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful neutral","senses":"darkvision 120 ft.","maxHP":16,"currentHP":16,"temporaryHP":0,"armorClass":12,"speed":"20 ft.","initiative":0,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["telepathy 240 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"myconid_adult_slam","title":"Slam","source":"","description":"Melee Attack Roll: +2, reach 5 ft. 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By day, night hags use supernatural deceptions to plague their victims, shape-shifting to pose as other creatures and make their targets believe the world has turned against them. By night, these hags reinforce their tortures with terrifying dreams. Once they force their targets to desperate limits, night hags claim their victims' tormented spirits, capturing them in sinister traps called soul bags. The hags then slip between planes of existence to barter stolen souls to vile magic-users and fiendish entities.\n\tNight hags maintain networks of nefarious customers and collect rumors from across the Lower Planes. These hags might part with their secrets in exchange for magic items and other wicked prices.\n\nSource:\tMonster Manual (2024) p. 225\n\nEnvironment: planar (lower)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 225","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 120 ft.","maxHP":112,"currentHP":112,"temporaryHP":0,"armorClass":17,"speed":"30 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Abyssal","Common","Infernal","Primordial"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"night_hag_multiattack","title":"Multiattack","source":"","description":"The hag makes two Claw attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"night_hag_claw","title":"Claw","source":"","description":"Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Slashing":"2d8+4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"night_hag_spellcasting","title":"Spellcasting","source":"","description":"The hag casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 14):\n\n\t\u2022 At will: Detect Magic, Etherealness, Magic Missile (level 4 version)\n\t\u2022 2/Day each: Phantasmal Killer, Plane Shift (self only)","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"night_hag_nightmare_haunting_1day_requires_soul_bag","title":"Nightmare Haunting (1/Day; Requires Soul Bag)","source":"","description":"While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell's messenger, and the target must be a creature the hag can see on the Material Plane. The spell fails and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell.\n\n\t\u2022 1/Day: Dream, Protection from Evil and Good, Magic Circle","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"night_hag_shapeshift_bonus_action","title":"Shape-Shift (Bonus Action)","source":"","description":"The hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"night_hag_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"night_hag_magic_resistance","name":"Magic Resistance","description":"The hag has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"night_hag_soul_bag","name":"Soul Bag","description":"The hag has a soul bag. While holding or carrying the bag, the hag can use its Nightmare Haunting action.\n\tThe bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. The hag can create a new bag after 7 days.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"night_hag_coven_magic","name":"Coven Magic","description":"While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"augury","title":"Augury","source":"You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.\n\nOmens:\nOmen | For Results That Will Be...\nWeal | Good\nWoe | Bad\nWeal and woe | Good and bad\nIndifference | Neither good nor bad","level":2,"school":"Divination","castingTime":"1 minute","range":"Self","duration":"Instantaneous","description":"You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.\n\nOmens:\nOmen | For Results That Will Be...\nWeal | Good\nWoe | Bad\nWeal and woe | Good and bad\nIndifference | Neither good nor bad","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Cleric","Druid","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dream","title":"Dream","source":"You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\n\tIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\n\tIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\n\tYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.","level":5,"school":"Illusion","castingTime":"1 minute","range":"Self","duration":"8 hour","description":"You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.\n\tIf the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.\n\tIf the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.\n\tYou can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.","atHigherLevels":"","prepared":false,"roll":{"base":"3d6"},"tags":["School: Illusion","Bard","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a handful of sand","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"etherealness","title":"Etherealness","source":"You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\n\tWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\n\tWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\n\tThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.","level":7,"school":"Conjuration","castingTime":"Action","range":"Self","duration":"8 hour","description":"You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.\n\tWhile on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.\n\tWhen the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.\n\tThis spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Cleric","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"find_familiar","title":"Find Familiar","source":"You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.\n\nTelepathic Connection: While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\n\tFinally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.\n\nCombat: The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\n\nDisappearance of the Familiar: When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\n\nOne Familiar Only: You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.","level":1,"school":"Conjuration","castingTime":"1 hour","range":"10 feet","duration":"Instantaneous","description":"You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.\n\nTelepathic Connection: While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.\n\tFinally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.\n\nCombat: The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.\n\nDisappearance of the Familiar: When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.\n\nOne Familiar Only: You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Ritual Caster","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense worth 10+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"identify","title":"Identify","source":"You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\tIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.","level":1,"school":"Divination","castingTime":"1 minute","range":"Touch","duration":"Instantaneous","description":"You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\tIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Touch Spells","Bard","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pearl worth 100+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"locate_object","title":"Locate Object","source":"Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\tThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\tThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 10 minute","description":"Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\tThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\tThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Bard","Cleric","Druid","Ranger","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked twig","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"magic_circle","title":"Magic Circle","source":"You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\n\tChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\n\t\u2022 The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n\n\t\u2022 The creature has Disadvantage on attack rolls against targets within the Cylinder.\n\n\t\u2022 Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature.\n\nEach time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.","level":3,"school":"Abjuration","castingTime":"1 minute","range":"10 feet","duration":"1 hour","description":"You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.\n\tChoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:\n\n\t\u2022 The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.\n\n\t\u2022 The creature has Disadvantage on attack rolls against targets within the Cylinder.\n\n\t\u2022 Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature.\n\nEach time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.","atHigherLevels":"Using a Higher-Level Spell Slot: The duration increases by 1 hour for each spell slot level above 3.","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric","Warlock","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"salt and powdered silver worth 100+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"magic_missile","title":"Magic Missile","source":"You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.","level":1,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell creates one more dart for each spell slot level above 1.","prepared":false,"roll":{"base":"1d4+1"},"tags":["School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"phantasmal_killer","title":"Phantasmal Killer","source":"You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\n\tFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.","level":4,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.\n\tFor the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 4.","prepared":false,"roll":{"4":"4d10","5":"5d10","6":"6d10","7":"7d10","8":"8d10","9":"9d10"},"tags":["School: Illusion","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"protection_from_evil_and_good","title":"Protection from Evil and Good","source":"Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Concentration, up to 10 minute","description":"Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Touch Spells","Cleric","Druid","Warlock","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a flask of Holy Water worth 25+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scrying","title":"Scrying","source":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Concentration, up to 10 minute","description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Paladin (Oath of Vengeance)","School: Divination","Bard","Cleric","Druid","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"unseen_servant","title":"Unseen Servant","source":"This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.\n\tOnce on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\n\tIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.","level":1,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"1 hour","description":"This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.\n\tOnce on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.\n\tIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Ritual Caster","Bard","Warlock","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of string and of wood","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":true,"History":false,"Insight":true,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"15d8+45","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"fiend","cr":5,"vulnerabilities":[],"resistances":["Cold","Fire"],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.044","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"nightmare_monster","sourceCharacterId":null,"name":"Nightmare","species":{"id":"fiend","name":"fiend","description":"","size":"Large","speed":"60 ft., fly 90 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They might be rulers, wealthy merchants, callous bureaucrats, or the idle elite.\n\nNoble Prodigy:\nNoble prodigies trace their lineage to a legendary hero, a demigod, a dragon, or some other ancestor that grants them magical prowess. Among some nobles, the source of a prodigy's magic might be a family secret.\n\nSource:\tMonster Manual (2024) p. 227\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 227","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":148,"currentHP":148,"temporaryHP":0,"armorClass":16,"speed":"30 ft.","initiative":7,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Common plus two other languages"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"noble_prodigy_multiattack","title":"Multiattack","source":"","description":"The noble makes three Beguiling Strike attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"noble_prodigy_beguiling_strike","title":"Beguiling Strike","source":"","description":"Melee or Ranged Attack Roll: +8, reach 5 ft. or range 60 ft. Hit: 18 (4d6 + 4) Psychic damage, and the target has the Charmed condition until the start of the noble's next 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Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.","level":1,"school":"Abjuration","castingTime":"1 reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell","range":"Self","duration":"1 round","description":"An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_armor","title":"Mage Armor","source":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"8 hour","description":"You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of cured leather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"befuddlement","title":"Befuddlement","source":"You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.\n\tOn a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.\n\tOn a successful save, the target takes half as much damage only.","level":8,"school":"Enchantment","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.\n\tOn a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.\n\tOn a successful save, the target takes half as much damage only.","atHigherLevels":"","prepared":false,"roll":{"base":"10d12"},"tags":["School: Enchantment","Bard","Druid","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a key ring with no keys","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fly","title":"Fly","source":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 10 minute","description":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scrying","title":"Scrying","source":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Concentration, up to 10 minute","description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Paladin (Oath of Vengeance)","School: Divination","Bard","Cleric","Druid","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"shatter","title":"Shatter","source":"A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.\n\tA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.","level":2,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Instantaneous","description":"A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.\n\tA nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 2.","prepared":false,"roll":{"2":"3d8","3":"4d8","4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["Druid (Circle of the Sea)","School: Evocation","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a chip of mica","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":true,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":true,"Constitution":true,"Dexterity":true,"Charisma":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Dexterity":false,"Charisma":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Dexterity":false,"Charisma":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"b86411d2-0a89-422b-8e32-08deec79424e","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":14,"Dexterity":16,"Constitution":16,"Intelligence":13,"Wisdom":10,"Charisma":8},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Consumed by their thirst for forbidden knowledge, nothics are cursed lore seekers transformed by secrets never meant to be known. The bodies of these former scholars are warped into otherworldly shapes, each with a head dominated by a gigantic, unblinking eye. Nothics remember nothing of their past lives and care only for their endless pursuit of hidden mysteries and uncanny truths. They seek revelations amid the rubble of forgotten ruins, and they use their supernatural sight to pierce magical deceptions, rot the flesh of enemies, and steal the secrets of those who interrupt their investigations.\n\tSome nothics seek to end the curse that warped them into their bizarre forms, but many are unaware of\u2014or uninterested in\u2014their transformation.\n\nSource:\tMonster Manual (2024) p. 228\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 228","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"truesight 120 ft.","maxHP":45,"currentHP":45,"temporaryHP":0,"armorClass":15,"speed":"30 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Undercommon"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"nothic_multiattack","title":"Multiattack","source":"","description":"The nothic makes two Claw attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nothic_claw","title":"Claw","source":"","description":"Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Slashing":"1d10+3"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nothic_rotting_gaze","title":"Rotting Gaze","source":"","description":"Constitution Saving Throw: DC 13, one creature the nothic can see within 120 feet. Failure: 17 (5d6) Necrotic damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Necrotic":"5d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nothic_weird_insight_recharge_6_bonus_action","title":"Weird Insight (Recharge 6) (Bonus Action)","source":"","description":"Wisdom Saving Throw: DC 14, one creature the nothic can see within 120 feet. Failure: The nothic magically learns one fact or secret about the target.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"nothic_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. 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These tremendous winged yugoloths teleport around battlefields and into the air to bewilder their foes and attack with constantly shifting, Gehenna-forged axes\u2014mercurial weapons similar to those favored by many yugoloths.\n\tNycaloths might command groups of mezzoloths and make pacts to serve arcanaloths, ultroloths, fiendish warlords, or wicked mortals. So long as they can indulge their bloodlust, most nycaloths are willing to obey more powerful or cunning creatures. Some even serve competent leaders past the terms of their agreements to achieve long-pursued victories. But masters that lead nycaloths to defeat should fear these proud yugoloths' retribution.\n\tNycaloths and other yugoloths frequently serve as mercenary forces in extraplanar conflicts that spill onto the Material Plane. Roll on or choose a result from the Yugoloth Incursions table to inspire the plans of a yugoloth war band.\n\nYugoloth Incursions:\n1d4 | Yugoloth Mercenaries Seek To...\n1 | Claim a portal with strategic importance.\n2 | Enlist monsters as allies or beasts of war.\n3 | Destroy a city harboring enemy cultists.\n4 | Liberate an imprisoned fiendish ally.\n\nSource:\tMonster Manual (2024) p. 229\n\nEnvironment: planar (gehenna)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 229","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"blindsight 60 ft.","maxHP":152,"currentHP":152,"temporaryHP":0,"armorClass":18,"speed":"40 ft., fly 60 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Abyssal","Infernal; telepathy 60 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"nycaloth_multiattack","title":"Multiattack","source":"","description":"The nycaloth makes two Mercurial Axe attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"nycaloth_mercurial_axe","title":"Mercurial Axe","source":"","description":"Melee or Ranged Attack Roll: +9, reach 10 ft. or range 30/90 ft. 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From dismal ruins and bleak hinterlands, they raid vulnerable communities and ambush travelers. Ogres covet food and treasure, and they spitefully destroy art, books, clockwork devices, and other delicate or lovingly made things. Occasionally they kidnap victims to eat later or, more rarely, performers who catch their interest.\n\tOgres trace their origins to wrathful deities such as Erythnul, Takhisis, and Vaprak. They magically emerge from the earth of lands corrupted by evil gods, sinister magic, or ancient curses. Some bear evidence of the places that spawned them, sporting rocky calluses, mossy growths, or frozen scars.\n\nOgrillon Ogre:\nOgrillons arise from Humanoids cursed by foul magic or the will of wrathful deities. They appear similar to whoever they once were, but they grow to over 8 feet tall and gain ogre-like features. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"oni_regeneration","name":"Regeneration","description":"The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"charm_person","title":"Charm Person","source":"One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"1 hour","description":"One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Ranger (Fey Wanderer)","School: Enchantment","Bard","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"darkness","title":"Darkness","source":"For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\tAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\tIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.","level":2,"school":"Evocation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 10 minute","description":"For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.\n\tAlternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.\n\tIf any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Evocation","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"bat fur and a piece of coal","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"gaseous_form","title":"Gaseous Form","source":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. 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The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. 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If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\tCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.","level":1,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. 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They consider all non-otyughs that come within reach dishes in life's endless buffet. In dumps, sewers, polluted ruins, and similar murky depths, otyughs devour garbage, carcasses, and anything else their tentacles can cram in their expansive maws. Some creatures ply otyughs with trash to recruit them as watchful\u2014if disgusting\u2014guardians.\n\tOtyughs often bury themselves amid trash heaps and observe their surroundings with their eye-studded stalk. They use glittery trash and telepathic urgings to coax creatures close, then burst from hiding, attacking with their spiny tentacles and filthy maws. Roll on or choose a result from the Otyugh Lures table to inspire how an otyugh tempts prey close.\n\nOtyugh Lures:\n1d4 | To Attract Potential Meals, the Otyugh...\n1 | Disguises its tentacles with garbage puppets.\n2 | Sings an enticing song in Otyugh.\n3 | Telepathically transmits a message like \"Happy good stuff here!\" or \"Help now! 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Performer legends usually have signature traits or talents that set them apart from other entertainers, such as a distinct voice, incredible athleticism, or a unique manner of dress. They often travel with a retinue of other performers, guards, or noble patrons.\n\nSource:\tMonster Manual (2024) p. 237\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 237","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":162,"currentHP":162,"temporaryHP":0,"armorClass":20,"speed":"30 ft.","initiative":9,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Common plus two other languages"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"performer_legend_multiattack","title":"Multiattack","source":"","description":"The performer makes three Bejeweled Baton attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"performer_legend_bejeweled_baton","title":"Bejeweled Baton","source":"","description":"Melee Attack Roll: +9, reach 5 ft. Hit: 10 (2d4 + 5) Bludgeoning damage plus 10 (3d6) Psychic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Bludgeoning":"2d4+5","Psychic Damage":"3d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"performer_legend_majestic_song","title":"Majestic Song","source":"","description":"Wisdom Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 22 (4d8 + 4) Psychic damage, and the target has the Charmed or Frightened condition (performer's choice) until the end of the performer's next turn. Success: Half damage only.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Psychic":"4d8+4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"performer_legend_spellcasting","title":"Spellcasting","source":"","description":"The performer casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):\n\n\t\u2022 At will: Mage Hand, Minor Illusion, Prestidigitation\n\t\u2022 1/Day each: Major Image, Project Image","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"performer_legend_warding_charm","title":"Warding Charm","source":"","description":"Trigger: A creature hits the performer with an attack roll. Response: Wisdom Saving Throw: DC 17, the triggering creature. Failure: The attack roll misses the performer, and the target has the Charmed condition until the end of the performer's next turn.","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"performer_legend_treasure","name":"Treasure","description":"Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.\nIndividual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"performer_legend_size","name":"Size","description":"Small, Medium","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"prestidigitation","title":"Prestidigitation","source":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","level":0,"school":"Transmutation","castingTime":"Action","range":"10 feet","duration":"1 hour","description":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"major_image","title":"Major Image","source":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"project_image","title":"Project Image","source":"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 it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n\tYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n\tPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study 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.","level":7,"school":"Illusion","castingTime":"Action","range":"500 Miles","duration":"Concentration, up to 1 day","description":"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 it is intangible. If the illusion takes any damage, it disappears, and the spell ends.\n\tYou can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n\tPhysical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a statuette of yourself worth 5+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":true,"Animal Handling":false,"Arcana":false,"Athletics":true,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":true,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Wisdom":true,"Dexterity":true,"Charisma":true,"Intelligence":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false,"Charisma":false,"Intelligence":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Dexterity":false,"Charisma":false,"Intelligence":false},"skillModifiers":{"Acrobatics":4,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":4,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"25d8+50","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Small","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"humanoid","cr":10,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.080","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"performer_maestro_monster","sourceCharacterId":null,"name":"Performer Maestro","species":{"id":"humanoid","name":"humanoid","description":"","size":"Small","speed":"30 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"humanoid","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"17d8+34","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Performer Maestro","description":"","type":"humanoid","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"5a0c4db2-f108-4c50-887f-8d9046343d4c","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":12,"Dexterity":18,"Constitution":14,"Intelligence":13,"Wisdom":14,"Charisma":19},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"From royal courts to village squares, skilled entertainers hone their talents and delight audiences. Some travel far, sharing tales and demonstrating mysterious arts. Others serve in the courts and theaters of great nations, cultivating celebrity and navigating the whims of patrons. Many hone professional secrets and magical flourishes, striving to make their performances truly unforgettable.\n\nUse the following list of entertainers and roles to inspire the performers in your adventures:\n\nAcrobat\nActor\nAerialist\nAnimal trainer\nAthlete\nBurlesque artist\nBusker\nCircus performer\nComedian\nContortionist\nDancer\nDaredevil\nJester\nJuggler\nMagician\nMentalist\nMime\nMinstrel\nMourner\nOral historian\nPoet\nPuppeteer\nRitualist\nStage fighter\nStoryteller\nThroat singer\nTown crier\nTrick rider\nVocalist\nWrestler\n\nPerformer Maestro:\nMaestros are headlining performers who enjoy considerable renown. They might be theaters' marquee actors, astonishing daredevils, or jesters experienced at entertaining fickle royals. Some share their techniques with apprentices, while others jealously guard their secrets.\n\nSource:\tMonster Manual (2024) p. 237\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 237","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":110,"currentHP":110,"temporaryHP":0,"armorClass":18,"speed":"30 ft.","initiative":7,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Common plus one other language"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"performer_maestro_multiattack","title":"Multiattack","source":"","description":"The performer makes three Rapier attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"performer_maestro_rapier","title":"Rapier","source":"","description":"Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage plus 7 (2d6) Psychic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Piercing":"1d8+4","Psychic Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"performer_maestro_beguiling_song","title":"Beguiling Song","source":"","description":"Wisdom Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 20 (3d10 + 4) Psychic damage, and the target has the Charmed condition until the end of the performer's next turn. Success: Half damage only.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Psychic":"3d10+4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"performer_maestro_spellcasting","title":"Spellcasting","source":"","description":"The performer casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):\n\n\t\u2022 At will: Minor Illusion, Prestidigitation\n\t\u2022 1/Day: Tasha's Hideous Laughter (level 3 version)","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"performer_maestro_gear","name":"Gear","description":"Rapier","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"performer_maestro_treasure","name":"Treasure","description":"Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.\nIndividual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"performer_maestro_size","name":"Size","description":"Small, Medium","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"prestidigitation","title":"Prestidigitation","source":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","level":0,"school":"Transmutation","castingTime":"Action","range":"10 feet","duration":"1 hour","description":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. 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During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\n\tAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\n\tAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. 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While they are the bane of merchants and coastal communities, they know secrets of the sea and how to avoid aquatic threats. More unusual pirates set their sights beyond the waves, using airships, spelljamming vessels, plane-shifting craft, or stranger vehicles to explore and raid incredible realms.\n\nPirate Flags:\nTo terrify opponents and spread their reputations, pirate crews fly distinctive flags. Roll twice on or choose results from the Pirate Flags table to inspire what flag a pirate crew sails under.\n\nPirate Flags Shows:\n1d8 | The Flag Shows A...\n1 | Buccaneer\n2 | Dragon\n3 | Fiend\n4 | Goat\n5 | Kraken\n6 | Merfolk\n7 | Skull\n8 | Whale\n\nPirate Flags With:\n1d8 | With...\n1 | A captain's hat\n2 | Crossbones\n3 | Crossed blades\n4 | An eye patch\n5 | Lightning bolts\n6 | A mug of ale\n7 | A tattoo\n8 | A treasure chest\n\nPirate Admiral:\nPirate admirals command whole pirate fleets. 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While they are the bane of merchants and coastal communities, they know secrets of the sea and how to avoid aquatic threats. More unusual pirates set their sights beyond the waves, using airships, spelljamming vessels, plane-shifting craft, or stranger vehicles to explore and raid incredible realms.\n\nPirate Flags:\nTo terrify opponents and spread their reputations, pirate crews fly distinctive flags. Roll twice on or choose results from the Pirate Flags table to inspire what flag a pirate crew sails under.\n\nPirate Flags Shows:\n1d8 | The Flag Shows A...\n1 | Buccaneer\n2 | Dragon\n3 | Fiend\n4 | Goat\n5 | Kraken\n6 | Merfolk\n7 | Skull\n8 | Whale\n\nPirate Flags With:\n1d8 | With...\n1 | A captain's hat\n2 | Crossbones\n3 | Crossed blades\n4 | An eye patch\n5 | Lightning bolts\n6 | A mug of ale\n7 | A tattoo\n8 | A treasure chest\n\nPirate Captain:\nPirate captains command crews of pirates, dictating their destinations and targets. 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More than warmongers, these diabolical tyrants concoct intricate plots that play out among fiendish battlefields, infernal politics, and mortal conspiracies.\n\tPit fiends are the nobility of the Nine Hells, and many rule Lower Planar fiefdoms, doomed mortal worlds, and other infernal redoubts. Most serve archdevils of the Nine Hells as they pursue their own ambitions. Ranks of lesser devils obey pit fiends, but these cunning tyrants remain on guard against betrayal from their servants.\n\tSmoldering with the evil of the Nine Hells, pit fiends strike fear in creatures with their mere presence. Despite their size and incredible physical and magical might, pit fiends are as likely to try to corrupt foes as they are to destroy them outright. 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They invisibly observe those who enter their wooded homes, revealing themselves to those with friendly intentions. Those who are unfriendly become the targets of pixies' pranks.\n\nPixie:\nPixies spend their days frolicking and exploring and avoid direct conflict when they can.\n\nSource:\tMonster Manual (2024) p. 244\n\nEnvironment: forest, planar (feywild)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 244","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral good","senses":"","maxHP":9,"currentHP":9,"temporaryHP":0,"armorClass":15,"speed":"10 ft., fly 30 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Sylvan"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"pixie_faerie_dust","title":"Faerie Dust","source":"","description":"Melee or Ranged Attack Roll: +4, reach 5 ft. or range 60 ft. Hit: 1 Radiant damage, and the target has the Charmed or Poisoned condition (pixie's choice) until the start of the pixie's next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":4,"damages":{"Bludgeoning":"1"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pixie_spellcasting","title":"Spellcasting","source":"","description":"The pixie casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 12):\n\n\t\u2022 At will: Dancing Lights, Druidcraft, Invisibility (self only)\n\t\u2022 1/Day each: Detect Thoughts, Fly, Sleep","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"pixie_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"pixie_magic_resistance","name":"Magic Resistance","description":"The pixie has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"dancing_lights","title":"Dancing Lights","source":"You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\tAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.","level":0,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\tAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of phosphorus","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"druidcraft","title":"Druidcraft","source":"Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fly","title":"Fly","source":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 10 minute","description":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sleep","title":"Sleep","source":"Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\tCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.","level":1,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.\n\tCreatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Temperate)","Warlock (Archfey Patron)","School: Enchantment","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pinch of sand or rose petals","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"6d4-6","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Tiny","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"fey","cr":0.25,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.101","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"pixie_wonderbringer_monster","sourceCharacterId":null,"name":"Pixie Wonderbringer","species":{"id":"fey","name":"fey","description":"","size":"Tiny","speed":"10 ft., fly 30 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"fey","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"24d4","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Pixie Wonderbringer","description":"","type":"fey","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"104b3500-cbb2-4453-be97-ceb0b6058c01","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":2,"Dexterity":20,"Constitution":10,"Intelligence":11,"Wisdom":14,"Charisma":18},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Barely a foot tall, pixies resemble diminutive elves with gossamer wings. They invisibly observe those who enter their wooded homes, revealing themselves to those with friendly intentions. Those who are unfriendly become the targets of pixies' pranks.\n\nPixie Wonderbringer:\nEnergetic entertainers, wonderbringers use their magic in defense of the wilderness when they must.\n\nSource:\tMonster Manual (2024) p. 244\n\nEnvironment: forest, planar (feywild)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 244","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral good","senses":"","maxHP":60,"currentHP":60,"temporaryHP":0,"armorClass":15,"speed":"10 ft., fly 30 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Common","Elvish","Sylvan"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"pixie_wonderbringer_multiattack","title":"Multiattack","source":"","description":"The pixie makes two Faerie Dust attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pixie_wonderbringer_faerie_dust","title":"Faerie Dust","source":"","description":"Melee or Ranged Attack Roll: +7, reach 5 ft. or range 60 ft. Hit: 15 (2d10 + 4) Radiant damage, and the target has the Charmed or Poisoned condition (pixie's choice) until the start of the pixie's next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Radiant":"2d10+4"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pixie_wonderbringer_spellcasting","title":"Spellcasting","source":"","description":"The pixie casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):\n\n\t\u2022 At will: Dancing Lights, Druidcraft, Invisibility (self only)\n\t\u2022 1/Day each: Detect Thoughts, Fly, Major Image","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"pixie_wonderbringer_burst_of_wonder_recharge_56_bonus_action","title":"Burst of Wonder (Recharge 5-6) (Bonus Action)","source":"","description":"The pixie casts Entangle, Polymorph, or Tasha's Hideous Laughter, requiring no Material components and using the same spellcasting ability as Spellcasting.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"pixie_wonderbringer_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"pixie_wonderbringer_magic_resistance","name":"Magic Resistance","description":"The pixie has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"dancing_lights","title":"Dancing Lights","source":"You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\tAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.","level":0,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.\n\tAs a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of phosphorus","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"druidcraft","title":"Druidcraft","source":"Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fly","title":"Fly","source":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 10 minute","description":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"major_image","title":"Major Image","source":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"entangle","title":"Entangle","source":"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","level":1,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"polymorph","title":"Polymorph","source":"You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating 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 are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.\n\tThe target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left. These Temporary Hit Points vanish if any remain when the spell ends.\n\tThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\tThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.","level":4,"school":"Transmutation","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 hour","description":"You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating 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 are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.\n\tThe target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left. These Temporary Hit Points vanish if any remain when the spell ends.\n\tThe target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.\n\tThe target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Tropical)","School: Transmutation","Bard","Druid","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a caterpillar cocoon","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tashas_hideous_laughter","title":"Tasha's Hideous Laughter","source":"One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\n\tAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.\n\tAt the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level about 1.","prepared":false,"roll":{},"tags":["Warlock (Great Old One Patron)","School: Enchantment","Bard","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a tart and a feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":true,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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(angel)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"21d10+147","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Planetar","description":"","type":"celestial (angel)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"6066ca52-b680-40f8-9cc7-1ef5a132ef51","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":24,"Dexterity":20,"Constitution":24,"Intelligence":19,"Wisdom":22,"Charisma":25},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Planetars deliver the punishment of righteous gods. These angels innately know truth from lies, and they use magic and blessed weapons to protect the just and root out wickedness across the Multiverse.\n\tThese angels act where they can against overwhelming evil, but to avoid the attention of the Lower Planes, they prefer to let mortals attend to affairs on the Material Plane. Planetars often choose mortal champions to oppose threats they're loath to face directly, involving themselves only if necessary. Roll on or choose a result from the Planetar Quests table to inspire what evil a planetar might recruit heroes to thwart.\n\nPlanetar Quests:\n1d6 | The Planetar Entreats a Mortal Hero To...\n1 | Convince a villain to meet with the angel.\n2 | Find a loved one a villain believes is dead.\n3 | Heal the loved one of an evil ruler.\n4 | Inspire the defenders of a besieged holy site.\n5 | Recover and destroy an evil Artifact.\n6 | Reveal the true name of a devil to banish it.\n\nSource:\tMonster Manual (2024) p. 245\n\nEnvironment: planar (upper)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 245","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful good","senses":"truesight 120 ft.","maxHP":262,"currentHP":262,"temporaryHP":0,"armorClass":19,"speed":"40 ft., fly 120 ft.(hover)","initiative":10,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["all; telepathy 120 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"planetar_multiattack","title":"Multiattack","source":"","description":"The planetar makes three Radiant Sword attacks or uses Holy Burst twice.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"planetar_radiant_sword","title":"Radiant Sword","source":"","description":"Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":12,"damages":{"Slashing":"2d6+7","Radiant Damage":"4d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"planetar_holy_burst","title":"Holy Burst","source":"","description":"Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Radiant":"7d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"planetar_spellcasting","title":"Spellcasting","source":"","description":"The planetar casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20):\n\n\t\u2022 At will: Detect Evil and Good\n\t\u2022 1/Day each: Commune, Control Weather, Dispel Evil and Good, Raise 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"planetar_divine_aid_2day_bonus_action","title":"Divine Aid (2/Day) (Bonus Action)","source":"","description":"The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"planetar_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"planetar_divine_awareness","name":"Divine Awareness","description":"The planetar knows if it hears a lie.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"planetar_exalted_restoration","name":"Exalted Restoration","description":"If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"planetar_magic_resistance","name":"Magic Resistance","description":"The planetar has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"cure_wounds","title":"Cure Wounds","source":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 2d8 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d8+SPELL","2":"4d8+SPELL","3":"6d8+SPELL","4":"8d8+SPELL","5":"10d8+%0","6":"12d8+SPELL","7":"14d8+SPELL","8":"16d8+SPELL","9":"18d8+SPELL"},"tags":["Cleric (Life Domain)","Druid (Circle of the Moon)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"lesser_restoration","title":"Lesser Restoration","source":"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","level":2,"school":"Abjuration","castingTime":"Bonus Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"remove_curse","title":"Remove Curse","source":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.","level":3,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Cleric","Warlock","Wizard","Paladin","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"commune","title":"Commune","source":"You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\tDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","level":5,"school":"Divination","castingTime":"1 minute","range":"Self","duration":"1 minute","description":"You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\tDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","School: Divination","Ritual Caster","Cleric"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_weather","title":"Control Weather","source":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","level":8,"school":"Transmutation","castingTime":"10 minute","range":"5 Miles","duration":"Concentration, up to 8 hour","description":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","atHigherLevels":"","prepared":false,"roll":{"base":"1d4x10"},"tags":["School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_evil_and_good","title":"Dispel Evil and Good","source":"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment: As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal: As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","level":5,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment: As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal: As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"powdered silver and iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"raise_dead","title":"Raise Dead","source":"With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\n\tThe creature returns to life with 1 Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death.\n\tThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\n\tComing back from the dead is an ordeal. The target takes a -4 penalty to D20 Test. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.","level":5,"school":"Necromancy","castingTime":"1 hour","range":"Touch","duration":"Instantaneous","description":"With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.\n\tThe creature returns to life with 1 Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death.\n\tThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.\n\tComing back from the dead is an ordeal. The target takes a -4 penalty to D20 Test. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Touch Spells","Bard","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a diamond worth 500+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Strength":false,"Wisdom":false,"Constitution":false,"Charisma":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"21d10+147","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Large","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"celestial (angel)","cr":16,"vulnerabilities":[],"resistances":["Radiant"],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.107","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"097de470-9209-47eb-a361-dfcb546660a3","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":18,"Dexterity":15,"Constitution":16,"Intelligence":2,"Wisdom":12,"Charisma":5},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Source:\tMonster Manual (2024) p. 366\n\nEnvironment: arctic, underwater","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 366","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"","maxHP":68,"currentHP":68,"temporaryHP":0,"armorClass":13,"speed":"20 ft., swim 40 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Belief guides priests' actions and their magic, which they use to shape the world in line with their ideologies.\n\tRoll on or choose a result from the Priest Roles table to inspire different sorts of priests.\n\nPriest Roles:\n1d10 | The Priest Is...\n1 | An ascetic who keeps wicked spirits at bay.\n2 | An elder who speaks for the dead.\n3 | An exorcist who hunts wicked spirits.\n4 | A follower of a god no one has heard of.\n5 | A mediator and teacher of traditional ways.\n6 | A philosopher devoted to a concept, multiversal view, or plane of existence.\n7 | The reincarnation of an ancient faith leader.\n8 | A ritualist who uses tinctures and performances to access the divine.\n9 | A shaman whose medicines ease many ills.\n10 | A zealot who wages war for a divine cause.\n\nPriest:\nPriests draw on their beliefs to heal the needful and smite their foes. 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Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Bludgeoning":"1d6+3","Radiant Damage":"2d4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"priest_radiant_flame","title":"Radiant Flame","source":"","description":"Ranged Attack Roll: +5, range 60 ft. Hit: 11 (2d10) Radiant damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Radiant":"2d10"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"priest_spellcasting","title":"Spellcasting","source":"","description":"The priest casts one of the following spells, using Wisdom as the spellcasting ability:\n\n\t\u2022 At will: Light, Thaumaturgy\n\t\u2022 1/Day: Spirit Guardians","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"priest_divine_aid_3day_bonus_action","title":"Divine Aid (3/Day) (Bonus Action)","source":"","description":"The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"per day","rechargeAmount":"3/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"priest_gear","name":"Gear","description":"Chain Shirt, Holy Symbol, Mace","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"priest_treasure","name":"Treasure","description":"Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.\nRelics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"priest_size","name":"Size","description":"Small, Medium","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"bless","title":"Bless","source":"You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.","prepared":false,"roll":{"base":"1d4"},"tags":["Cleric (Life Domain)","School: Enchantment","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a Holy Symbol worth 5+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_magic","title":"Dispel Magic","source":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","level":3,"school":"Abjuration","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"healing_word","title":"Healing Word","source":"A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.","level":1,"school":"Abjuration","castingTime":"Bonus Action","range":"60 feet","duration":"Instantaneous","description":"A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 2d4 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d4+%0","2":"4d4+%0","3":"6d4+%0","4":"8d4+%0","5":"10d4+%0","6":"12d4+%0","7":"14d4+%0","8":"16d4+%0","9":"18d4+%0"},"tags":["School: Abjuration","Bard","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"lesser_restoration","title":"Lesser Restoration","source":"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","level":2,"school":"Abjuration","castingTime":"Bonus Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"light","title":"Light","source":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","level":0,"school":"Evocation","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Celestial Patron)","School: Evocation","Touch Spells","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a firefly or phosphorescent moss","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"spirit_guardians","title":"Spirit Guardians","source":"Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\n\tWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.","level":3,"school":"Conjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 10 minute","description":"Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.\n\tWhen you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 3.","prepared":false,"roll":{"3":"3d8","4":"4d8","5":"5d8","6":"6d8","7":"7d8","8":"8d8","9":"9d8"},"tags":["Cleric (War Domain)","School: Conjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a prayer scroll","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"d393b7ce-a1d0-49fd-86f4-18088b69e077","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":14,"Dexterity":10,"Constitution":12,"Intelligence":10,"Wisdom":14,"Charisma":11},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Priests harness the power of faith to work miracles. These religious adherents are as diverse as the faiths they follow. Some obey gods and their servants, while others live by age-old creeds. Belief guides priests' actions and their magic, which they use to shape the world in line with their ideologies.\n\tRoll on or choose a result from the Priest Roles table to inspire different sorts of priests.\n\nPriest Roles:\n1d10 | The Priest Is...\n1 | An ascetic who keeps wicked spirits at bay.\n2 | An elder who speaks for the dead.\n3 | An exorcist who hunts wicked spirits.\n4 | A follower of a god no one has heard of.\n5 | A mediator and teacher of traditional ways.\n6 | A philosopher devoted to a concept, multiversal view, or plane of existence.\n7 | The reincarnation of an ancient faith leader.\n8 | A ritualist who uses tinctures and performances to access the divine.\n9 | A shaman whose medicines ease many ills.\n10 | A zealot who wages war for a divine cause.\n\nPriest Acolyte:\nPriest acolytes have great faith but modest magical skill. Some might be trainees in religious organizations or soldiers in zealous armies, while others are faith leaders in small communities or wanderers on pilgrimages.\n\nSource:\tMonster Manual (2024) p. 247\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 247","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":11,"currentHP":11,"temporaryHP":0,"armorClass":13,"speed":"30 ft.","initiative":0,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"priest_acolyte_mace","title":"Mace","source":"","description":"Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":4,"damages":{"Bludgeoning":"1d6+2+1d4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"priest_acolyte_radiant_flame","title":"Radiant Flame","source":"","description":"Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"priest_acolyte_gear","name":"Gear","description":"Chain Shirt, Holy Symbol, Mace","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"priest_acolyte_size","name":"Size","description":"Small, Medium","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"bless","title":"Bless","source":"You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.","prepared":false,"roll":{"base":"1d4"},"tags":["Cleric (Life Domain)","School: Enchantment","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a Holy Symbol worth 5+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"healing_word","title":"Healing Word","source":"A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.","level":1,"school":"Abjuration","castingTime":"Bonus Action","range":"60 feet","duration":"Instantaneous","description":"A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 2d4 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d4+%0","2":"4d4+%0","3":"6d4+%0","4":"8d4+%0","5":"10d4+%0","6":"12d4+%0","7":"14d4+%0","8":"16d4+%0","9":"18d4+%0"},"tags":["School: Abjuration","Bard","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sanctuary","title":"Sanctuary","source":"You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.\n\tThe spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.","level":1,"school":"Abjuration","castingTime":"Bonus Action","range":"30 feet","duration":"1 minute","description":"You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.\n\tThe spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a shard of glass from a mirror","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"light","title":"Light","source":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","level":0,"school":"Evocation","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Celestial Patron)","School: Evocation","Touch Spells","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a firefly or phosphorescent moss","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: 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Despite their magical origins, owlbears have propagated and spread to wildernesses across the multiverse.\n\tOwlbears dwell in distinctive dens. Roll on or choose a result from the Owlbear Den Features table to inspire an owlbear den's noteworthy traits.\n\nOwlbear Den Features:\n1d4 | An Owlbear Den Contains...\n1 | Evidence of previous occupants, like bandits, wolves, or dragons.\n2 | Heaps of regurgitated pellets studded with coins or other treasure.\n3 | A nest with 1d6 owlbear eggs.\n4 | Passages through the earth or hollow trees.\n\nPrimeval Owlbear:\nAncient forests and Feywild demesnes steeped in magic can give rise to particularly large and vicious owlbears. These primeval specimens can fly\u2014albeit poorly\u2014and emit thunderous screeches that can rattle foes and even tear them asunder.\n\nSource:\tMonster Manual (2024) p. 234\n\nEnvironment: forest","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 234","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"darkvision 120 ft.","maxHP":126,"currentHP":126,"temporaryHP":0,"armorClass":16,"speed":"40 ft., climb 40 ft., fly 5 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"primeval_owlbear_multiattack","title":"Multiattack","source":"","description":"The owlbear makes two Ravage attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"primeval_owlbear_ravage","title":"Ravage","source":"","description":"Melee Attack Roll: +9, reach 5 ft. 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If the target is a Huge or smaller creature and the owlbear moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Slashing damage and has the Prone condition.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Bludgeoning":"2d8+6","Extra Slashing Damage":"2d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"primeval_owlbear_screech_recharge_56","title":"Screech (Recharge 5-6)","source":"","description":"Constitution Saving Throw: DC 15, each creature in a 30-foot Emanation originating from the owlbear. Failure: 27 (6d8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn. 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The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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Many serve the rulers of a realm, a religion, or an order devoted to a cause.\n\nQuesting Knight:\nQuesting knights travel in pursuit of a cause, such as slaying a villain, defeating a monster, recovering an Artifact, or restoring their lost honor.\n\nSource:\tMonster Manual (2024) p. 184\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 184","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":202,"currentHP":202,"temporaryHP":0,"armorClass":18,"speed":"30 ft.","initiative":7,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Common plus one other language"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"questing_knight_multiattack","title":"Multiattack","source":"","description":"The knight makes three attacks, using Greatsword or Longbow in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"questing_knight_greatsword","title":"Greatsword","source":"","description":"Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 22 (5d8) Radiant damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Slashing":"2d6+5","Radiant Damage":"5d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"questing_knight_longbow","title":"Longbow","source":"","description":"Ranged Attack Roll: +7, range 150/600 ft. 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Damage":"5d8"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.\nIndividual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"questing_knight_size","name":"Size","description":"Small, Medium","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"questing_knight_aura_of_bravery","name":"Aura of Bravery","description":"Creatures of the knight's choice in a 30-foot Emanation originating from it have Immunity to the Charmed and Frightened conditions while there.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"daylight","title":"Daylight","source":"For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. 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You can end the spell early by using either of the following special functions.\n\nBreak Enchantment: As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal: As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","level":5,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment: As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal: As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"powdered silver and iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"greater_restoration","title":"Greater Restoration","source":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","level":5,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"diamond dust worth 100+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"phantom_steed","title":"Phantom Steed","source":"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, and 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.\n\tFor the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.","level":3,"school":"Illusion","castingTime":"1 minute","range":"30 feet","duration":"1 hour","description":"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, and 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.\n\tFor the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Ritual Caster","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":true,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":true,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Strength":true,"Wisdom":true,"Constitution":true,"Charisma":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Strength":false,"Wisdom":false,"Constitution":false,"Charisma":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Strength":false,"Wisdom":false,"Constitution":false,"Charisma":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"27d8+81","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Small","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"humanoid","cr":12,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.135","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"rakshasa_monster","sourceCharacterId":null,"name":"Rakshasa","species":{"id":"fiend","name":"fiend","description":"","size":"Medium","speed":"40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"fiend","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"26d8+104","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Rakshasa","description":"","type":"fiend","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"6b9ae46e-9899-4e59-9d2a-b23df7d06070","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":14,"Dexterity":17,"Constitution":18,"Intelligence":13,"Wisdom":16,"Charisma":20},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Masters of manipulation, rakshasas infiltrate communities to claim positions of power. While disguising their true natures, they kidnap victims and indulge their insatiable hunger for flesh.\n\tRakshasas can withstand some degree of magic, but legends tell of blessed warriors felling them with crossbow bolts, arrows, or similar weapons.\n\tRakshasas' appearances combine humanlike bodies with the features of animals and monsters. All rakshasas have a physical oddity that remains when they adopt magical disguises, such as palms where the backs of the hands would be on humans.\n\nSource:\tMonster Manual (2024) p. 253\n\nEnvironment: planar (nine hells), urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 253","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"truesight 60 ft.","maxHP":221,"currentHP":221,"temporaryHP":0,"armorClass":17,"speed":"40 ft.","initiative":8,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common","Infernal"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"rakshasa_multiattack","title":"Multiattack","source":"","description":"The rakshasa makes three Cursed Touch attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rakshasa_cursed_touch","title":"Cursed Touch","source":"","description":"Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":10,"damages":{"Slashing":"2d6+5","Necrotic Damage":"3d12"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rakshasa_baleful_command_recharge_56","title":"Baleful Command (Recharge 5-6)","source":"","description":"Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa's next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Baleful Command":"8d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"rakshasa_spellcasting","title":"Spellcasting","source":"","description":"The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):\n\n\t\u2022 At will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion\n\t\u2022 1/Day each: Fly, Invisibility, Major Image, Plane Shift","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"rakshasa_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"rakshasa_greater_magic_resistance","name":"Greater Magic Resistance","description":"The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa's permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"rakshasa_fiendish_restoration","name":"Fiendish Restoration","description":"If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"disguise_self","title":"Disguise Self","source":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","level":1,"school":"Illusion","castingTime":"Action","range":"Self","duration":"1 hour","description":"You make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Ranger (Gloom Stalker)","School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fly","title":"Fly","source":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 10 minute","description":"You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["Sorcerer (Draconic Sorcery)","School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a feather","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"major_image","title":"Major Image","source":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","level":3,"school":"Illusion","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 10 minute","description":"You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.\n\tIf you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.\n\tPhysical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.","atHigherLevels":"Using a Higher-Level Spell Slot: The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":true,"History":false,"Insight":true,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"26d8+104","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"fiend","cr":13,"vulnerabilities":[],"resistances":[],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.138","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"rat_monster","sourceCharacterId":null,"name":"Rat","species":{"id":"beast","name":"beast","description":"","size":"Tiny","speed":"20 ft., climb 20 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"beast","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"1d4-1","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Rat","description":"","type":"beast","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"c515c7f2-1f37-42e5-a680-0bf2550bf4d9","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":2,"Dexterity":11,"Constitution":9,"Intelligence":2,"Wisdom":10,"Charisma":4},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Source:\tMonster Manual (2024) p. 367,\n\t\tPlayer's Handbook (2024) p. 355\n\nEnvironment: forest, swamp, underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 367,\n\t\tPlayer's Handbook (2024) p. 355","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"darkvision 30 ft.","maxHP":1,"currentHP":1,"temporaryHP":0,"armorClass":10,"speed":"20 ft., climb 20 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These bizarre subterranean hunters extend their rubbery tentacles to explore and prod their surroundings, often reaching beyond their fields of vision. Should they encounter prey, these limbs ensnare victims and drag them close to ropers' toothy maws. If these tentacles are severed, ropers rapidly grow replacements.\n\nRopers can move, albeit slowly. Crawling on the sticky cilia that cover their undersides, ropers can climb walls and suspend themselves from ceilings. These hunters often position themselves in unexpected or treacherous locations, using their surroundings to weaken their prey. Roll on or choose a result from the Roper Hazards table to inspire what dangers ropers employ when ambushing prey.\n\nRoper Hazards:\n1d8 | The Roper Drags Prey Through...\n1 | Areas that trigger traps.\n2 | Caverns filled with smoke or gas.\n3 | Dead magic* or wild magic* zones.\n4 | The lair of a creature it is trying to bait out.\n5 | A nest of rats, insects, or other vermin.\n6 | Patches of brown mold* or green slime*.\n7 | Pools of magma or boiling water.\n8 | Razorvine* or similar dangerous plants.\n\nSource:\tMonster Manual (2024) p. 262\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 262","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 60 ft.","maxHP":93,"currentHP":93,"temporaryHP":0,"armorClass":20,"speed":"10 ft., climb 20 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"roper_multiattack","title":"Multiattack","source":"","description":"The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"roper_bite","title":"Bite","source":"","description":"Melee Attack Roll: +7, reach 5 ft. 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Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper's next turn.","properties":"Action, Reach (60 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Called \"sea devils\" by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and undersea communities to slake their bloodthirst, claim treasure, and make sacrifices to their vicious deity\u2014the sharklike god Sekolah.\n\tSahuagin constantly war on any peoples living near their territory. Merfolk and other aquatic folk bear the brunt of these attacks, but sahuagin also hunt air-breathers who sail over or swim through the waters the sea devils claim. Sahuagin often attack alongside sharks, which they can telepathically command.\n\nSahuagin Priest:\nSahuagin priests serve the will of Sekolah or other fiendish masters. They direct and support other sahuagin, and they consider every combatant that falls in battle\u2014whether enemy or ally\u2014a sacrifice to their fierce deities.\n\nSource:\tMonster Manual (2024) p. 265\n\nEnvironment: coastal, underwater","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 265","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"darkvision 120 ft.","maxHP":38,"currentHP":38,"temporaryHP":0,"armorClass":12,"speed":"30 ft., swim 40 ft.","initiative":0,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Sahuagin"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"sahuagin_priest_multiattack","title":"Multiattack","source":"","description":"The sahuagin makes two Spectral Jaws attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sahuagin_priest_spectral_jaws","title":"Spectral Jaws","source":"","description":"Melee or Ranged Attack Roll: +4, reach 5 ft. or range 120 ft. Hit: 11 (2d8 + 2) Force damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":4,"damages":{"Force":"2d8+2"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sahuagin_priest_spellcasting","title":"Spellcasting","source":"","description":"The sahuagin casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):\n\n\t\u2022 At will: Thaumaturgy\n\t\u2022 2/Day each: Hold Person, Tongues","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sahuagin_priest_fiendish_aid_2day_bonus_action","title":"Fiendish Aid (2/Day) (Bonus Action)","source":"","description":"The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"sahuagin_priest_treasure","name":"Treasure","description":"Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"sahuagin_priest_blood_frenzy","name":"Blood Frenzy","description":"The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points.","type":"Monster 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Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.","prepared":false,"roll":{"base":"1d4"},"tags":["Cleric (Life Domain)","School: Enchantment","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a Holy Symbol worth 5+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"healing_word","title":"Healing Word","source":"A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.","level":1,"school":"Abjuration","castingTime":"Bonus Action","range":"60 feet","duration":"Instantaneous","description":"A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 2d4 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d4+%0","2":"4d4+%0","3":"6d4+%0","4":"8d4+%0","5":"10d4+%0","6":"12d4+%0","7":"14d4+%0","8":"16d4+%0","9":"18d4+%0"},"tags":["School: Abjuration","Bard","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hold_person","title":"Hold Person","source":"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional Humanoid for each spell slot level above 2.","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Polar)","Paladin (Oath of Vengeance)","School: Enchantment","Bard","Cleric","Druid","Sorcerer","Warlock","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a straight piece of iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tongues","title":"Tongues","source":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","level":3,"school":"Divination","castingTime":"Action","range":"Touch","duration":"1 hour","description":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. 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They believe that flames expose the purest forms of all things and delight in burning and melting things, seeing fleeting beauty and striking nuances in blazes consuming different fuels\u2014ancient forests, artistic masterpieces, or living creatures. To salamanders, those that can't endure their flames are nothing but ashes in disguise. They harbor malice toward few creatures, but they consider creating remarkable flames more important than the pain and loss their fires cause.\n\tSalamanders are typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.\n\nSalamander Inferno Master:\nSalamander inferno masters are ancient connoisseurs of flames and often inhabit places with unique scorching properties. 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They resent the living for possessing the potential and vitality lost to them.\n\tShadows lurk in dark, lonely places, typically sites that were meaningful to them in life or cursed places with ties to death, sinister magic, or the Shadowfell. Their victims rise as new shadows and prey on the living.\n\tShadows might resemble the silhouettes of who they were in life or take on more menacing forms. Roll on or choose a result from the Shadow Shapes table to inspire a shadow's form and haunting.\n\nShadow Shapes:\n1d6 | The Shadow Appears As...\n1 | A distorted stalker that lurks in the woods.\n2 | A fiend that dwells near a wicked ritual site.\n3 | Grasping hands that haunt a miser's home.\n4 | A grim storybook character that follows those who speak its name.\n5 | Its target, acting in eerie pantomime.\n6 | An ominous priest that haunts a defiled site.\n\nSource:\tMonster Manual (2024) p. 272\n\nEnvironment: planar (shadowfell), underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 272","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 60 ft.","maxHP":27,"currentHP":27,"temporaryHP":0,"armorClass":12,"speed":"40 ft.","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"shadow_draining_swipe","title":"Draining Swipe","source":"","description":"Melee Attack Roll: +4, reach 5 ft. 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Failure: The target is pulled into the shambling mound's space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no extra movement. 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The Solar regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"solar_blinding_gaze","title":"Blinding Gaze","source":"","description":"Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The solar can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"solar_radiant_teleport","title":"Radiant Teleport","source":"","description":"The solar teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Radiant":"2d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"solar_treasure","name":"Treasure","description":"Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"solar_divine_awareness","name":"Divine Awareness","description":"The solar knows if it hears a lie.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"solar_exalted_restoration","name":"Exalted Restoration","description":"If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"solar_legendary_resistance_4day","name":"Legendary Resistance (4/Day)","description":"If the solar fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"solar_magic_resistance","name":"Magic Resistance","description":"The solar has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"commune","title":"Commune","source":"You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\tDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","level":5,"school":"Divination","castingTime":"1 minute","range":"Self","duration":"1 minute","description":"You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.\n\tDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.\n\tIf you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","School: Divination","Ritual Caster","Cleric"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"control_weather","title":"Control Weather","source":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","level":8,"school":"Transmutation","castingTime":"10 minute","range":"5 Miles","duration":"Concentration, up to 8 hour","description":"You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.\n\tWhen you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","atHigherLevels":"","prepared":false,"roll":{"base":"1d4x10"},"tags":["School: Transmutation","Cleric","Druid","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"burning incense","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_evil_and_good","title":"Dispel Evil and Good","source":"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment: As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal: As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","level":5,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment: As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal: As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"powdered silver and iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"resurrection","title":"Resurrection","source":"With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\n\tThe creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\n\tComing back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\n\tCasting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.","level":7,"school":"Necromancy","castingTime":"1 hour","range":"Touch","duration":"Instantaneous","description":"With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.\n\tThe creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.\n\tComing back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.\n\tCasting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Necromancy","Touch Spells","Bard","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a diamond worth 1,000+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"cure_wounds","title":"Cure Wounds","source":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 2d8 for each spell slot level above 1.","prepared":false,"roll":{"1":"2d8+SPELL","2":"4d8+SPELL","3":"6d8+SPELL","4":"8d8+SPELL","5":"10d8+%0","6":"12d8+SPELL","7":"14d8+SPELL","8":"16d8+SPELL","9":"18d8+SPELL"},"tags":["Cleric (Life Domain)","Druid (Circle of the Moon)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"lesser_restoration","title":"Lesser Restoration","source":"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","level":2,"school":"Abjuration","castingTime":"Bonus Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"remove_curse","title":"Remove Curse","source":"At your touch, all curses affecting one creature or object end. 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Called a spectator, the being summoned by such a ritual resembles a beholder with five magical eyes\u2014a central eye and four on stalks arrayed around the crown of the creature's spherical body.\n\tA spectator serves its conjurer for 101 years by guarding something of the spellcaster's choice\u2014typically a treasure or location. The spectator is a reliable guardian and allows only its summoner access to what it protects. A spectator might converse with other creatures, openly discussing its orders and the magic-user who conjured it, but it has no ambitions of its own and won't abandon its post. Should an intruder ignore its warnings, a spectator attempts to drive away the intruder with its magical eye rays.\n\tAt the end of its service, a spectator might discorporate back into nothingness or wander away, seeking to learn more of the multiverse.\n\nSource:\tMonster Manual (2024) p. 289\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 289","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful neutral","senses":"darkvision 120 ft.","maxHP":45,"currentHP":45,"temporaryHP":0,"armorClass":14,"speed":"5 ft., fly 30 ft.(hover)","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Deep Speech","Undercommon; telepathy 120 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"spectator_multiattack","title":"Multiattack","source":"","description":"The spectator uses Eye Rays twice.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spectator_bite","title":"Bite","source":"","description":"Melee Attack Roll: +4, reach 5 ft. 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Failure: 5 (2d4) Psychic damage, and the target can't take Reactions until the end of its next turn. On its next turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on that turn.\n2 | Paralyzing Ray: Constitution Saving Throw: DC 12. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\n3 | Fear Ray. Wisdom Saving Throw: DC 12. Failure: 5 (2d4) Psychic damage, and the target has the Frightened condition until the end of its next turn.\n4 | Wounding Ray: Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. 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Having lost all connection to the beings they once were, these hateful spirits drain mortal essence to steal fleeting tastes of life and warmth.\n\tSpecters seek creatures and locations that exude evil and feed on the suffering they inspire. Roll on or choose a result from the Specter Haunts table to inspire where a specter lurks.\n\nSpecter Haunts:\n1d8 | The Specter Lurks Near...\n1 | A community a\ufb04icted by curses, grudges, plagues, or tragedies.\n2 | An evil Artifact or a deadly magical device.\n3 | The lair of a Fiend or an Undead.\n4 | The place where a villain died or is buried.\n5 | A portal to the Lower Planes, Negative Plane, or Shadowfell.\n6 | The sanctuary of a necromancer or death cult.\n7 | A secluded monument binding wicked souls.\n8 | The site of a disaster or mass death.\n\nSource:\tMonster Manual (2024) p. 290\n\nEnvironment: underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 290","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 60 ft.","maxHP":22,"currentHP":22,"temporaryHP":0,"armorClass":12,"speed":"30 ft., fly 50 ft.(hover)","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["understands Common plus one other language but can't speak"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"specter_life_drain","title":"Life Drain","source":"","description":"Melee Attack Roll: +4, reach 5 ft. 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If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":4,"damages":{"Necrotic":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"specter_incorporeal_movement","name":"Incorporeal Movement","description":"The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.\n\nSphinx of Lore:\nSphinxes of lore each know a great secret and protect it all costs. This truth might take the form of an ancient text, a magical puzzle, or a path to another world. These sphinxes might gain reputations as sages or oracles, but they typically dwell far from civilization.\n\nSource:\tMonster Manual (2024) p. 293\n\nEnvironment: desert, planar (upper)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 293","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful neutral","senses":"truesight 120 ft.","maxHP":170,"currentHP":170,"temporaryHP":0,"armorClass":17,"speed":"40 ft., fly 60 ft.","initiative":10,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Celestial","Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"sphinx_of_lore_multiattack","title":"Multiattack","source":"","description":"The sphinx makes three Claw attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_lore_claw","title":"Claw","source":"","description":"Melee Attack Roll: +8, reach 5 ft. 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_lore_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Sphinx of Lore can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Sphinx of Lore regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_lore_arcane_prowl","title":"Arcane Prowl","source":"","description":"The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_lore_weight_of_years","title":"Weight of Years","source":"","description":"Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bludgeoning":"3d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_lore_sphinx_lairs","title":"Sphinx Lairs","source":"","description":"Sphinxes typically dwell in places that hold great knowledge or prophetic magic.\n\tThe region containing a sphinx of lore's or sphinx of valor's lair is altered by its presence, creating the following effects:\n\nDistant Sight: While in its lair, the sphinx can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as its Spellcasting action. When cast this way, the spell's range is 1 mile.\n\nInfusion of Knowledge: Whenever the sphinx or one of its allies takes a Study action while within 1 mile of the lair, it adds 1d6 to any ability check it makes for that action.\n\nIf the sphinx dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"sphinx_of_lore_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"sphinx_of_lore_inscrutable","name":"Inscrutable","description":"No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"sphinx_of_lore_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the sphinx fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"identify","title":"Identify","source":"You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\tIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.","level":1,"school":"Divination","castingTime":"1 minute","range":"Touch","duration":"Instantaneous","description":"You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\tIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Touch Spells","Bard","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pearl worth 100+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"prestidigitation","title":"Prestidigitation","source":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","level":0,"school":"Transmutation","castingTime":"Action","range":"10 feet","duration":"1 hour","description":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_magic","title":"Dispel Magic","source":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","level":3,"school":"Abjuration","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"legend_lore","title":"Legend Lore","source":"Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\n\tThe lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\n\tIf the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Instantaneous","description":"Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.\n\tThe lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.\n\tIf the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Glory)","Sorcerer (Draconic Sorcery)","School: Divination","Bard","Cleric","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"locate_object","title":"Locate Object","source":"Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\tThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\tThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 10 minute","description":"Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\tThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\tThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Bard","Cleric","Druid","Ranger","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked twig","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"plane_shift","title":"Plane Shift","source":"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, as determined by the DM.\n\tAlternatively, 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.","level":7,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"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, as determined by the DM.\n\tAlternatively, 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.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Touch Spells","Cleric","Druid","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked, metal rod worth 250+ GP and attuned to a plane of existence","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"remove_curse","title":"Remove Curse","source":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.","level":3,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Cleric","Warlock","Wizard","Paladin","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"tongues","title":"Tongues","source":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","level":3,"school":"Divination","castingTime":"Action","range":"Touch","duration":"1 hour","description":"This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Touch Spells","Bard","Cleric","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"a miniature ziggurat","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":true,"Athletics":false,"Deception":false,"History":true,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":true,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":4,"Athletics":0,"Deception":0,"History":4,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":4,"Sleight of 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Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"sphinx_of_secrets_monster","sourceCharacterId":null,"name":"Sphinx of Secrets","species":{"id":"celestial","name":"celestial","description":"","size":"Large","speed":"40 ft., fly 60 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"celestial","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"16d10+48","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Sphinx of Secrets","description":"","type":"celestial","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"d0d3bc0f-c38d-42f4-a699-bfa619e8fa70","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":18,"Dexterity":15,"Constitution":16,"Intelligence":18,"Wisdom":18,"Charisma":18},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Sphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.\n\nSphinx of Secrets:\nSphinxes of secrets are commonly associated with a site of great magic or learning. These immortal beings often outlive such locations, though, and might protect a site's ruins as they continue their own studies. Sphinxes of secrets fiercely guard their dwellings and research.\n\nSource:\tMonster Manual (2024) p. 292\n\nEnvironment: desert, planar (upper)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 292","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful neutral","senses":"truesight 60 ft.","maxHP":136,"currentHP":136,"temporaryHP":0,"armorClass":16,"speed":"40 ft., fly 60 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Celestial","Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"sphinx_of_secrets_multiattack","title":"Multiattack","source":"","description":"The sphinx makes three Claw attacks. It can replace one attack with a use of Curses of the Riddle.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_secrets_claw","title":"Claw","source":"","description":"Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 7 (2d6) Radiant damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Slashing":"2d8+4","Radiant Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_secrets_curse_of_the_riddle","title":"Curse of the Riddle","source":"","description":"Intelligence Saving Throw: DC 15, one creature the sphinx can see within 60 feet. Failure: 21 (6d6) Psychic damage, and the target is cursed with a riddle. The cursed target has Disadvantage on ability checks and attack rolls. In addition, if it takes the Magic action, it must succeed on a DC 15 Intelligence saving throw or that action is wasted. The cursed target can take a Study action to make a DC 15 Intelligence check, solving the riddle and ending the curse on a success. The curse ends early if the sphinx curses another target.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Psychic":"6d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_secrets_spellcasting","title":"Spellcasting","source":"","description":"The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15):\n\n\t\u2022 At will: Detect Magic, Identify, Prestidigitation\n\t\u2022 1/Day each: Locate Object, Remove Curse","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_secrets_sphinx_lairs","title":"Sphinx Lairs","source":"","description":"Sphinxes typically dwell in places that hold great knowledge or prophetic magic.\n\tThe region containing a sphinx of lore's or sphinx of valor's lair is altered by its presence, creating the following effects:\n\nDistant Sight: While in its lair, the sphinx can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as its Spellcasting action. When cast this way, the spell's range is 1 mile.\n\nInfusion of Knowledge: Whenever the sphinx or one of its allies takes a Study action while within 1 mile of the lair, it adds 1d6 to any ability check it makes for that action.\n\nIf the sphinx dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"sphinx_of_secrets_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"sphinx_of_secrets_inscrutable","name":"Inscrutable","description":"No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"sphinx_of_secrets_magic_resistance","name":"Magic Resistance","description":"The sphinx has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"clairvoyance","title":"Clairvoyance","source":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","level":3,"school":"Divination","castingTime":"10 minute","range":"1 Miles","duration":"Concentration, up to 10 minute","description":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Great Old One Patron)","School: Divination","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"identify","title":"Identify","source":"You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\tIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.","level":1,"school":"Divination","castingTime":"1 minute","range":"Touch","duration":"Instantaneous","description":"You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.\n\tIf you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Touch Spells","Bard","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a pearl worth 100+ GP","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"prestidigitation","title":"Prestidigitation","source":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","level":0,"school":"Transmutation","castingTime":"Action","range":"10 feet","duration":"1 hour","description":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"locate_object","title":"Locate Object","source":"Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\tThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\tThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 10 minute","description":"Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.\n\tThe spell can locate a specific object known to you if you have seen it up close\u2014within 30 feet\u2014at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.\n\tThis spell can't locate an object if any thickness of lead blocks a direct path between you and the object.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Bard","Cleric","Druid","Ranger","Wizard","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a forked twig","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"remove_curse","title":"Remove Curse","source":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.","level":3,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Touch Spells","Cleric","Warlock","Wizard","Paladin","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":true,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":true,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"16d10+48","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Large","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"celestial","cr":8,"vulnerabilities":[],"resistances":["Necrotic","Radiant"],"immunities":["Psychic"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.216","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"sphinx_of_valor_monster","sourceCharacterId":null,"name":"Sphinx of Valor","species":{"id":"celestial","name":"celestial","description":"","size":"Large","speed":"40 ft., fly 60 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"celestial","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"19d10+95","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Sphinx of Valor","description":"","type":"celestial","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"aee41ea1-19c1-4464-bb1f-a4d95d69d8d3","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":22,"Dexterity":10,"Constitution":20,"Intelligence":16,"Wisdom":23,"Charisma":18},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Sphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.\n\nSphinx of Valor:\nSphinxes of valor guard world-changing or dangerous secrets\u2014evidence of weird truths, deadly Artifacts, and things that shouldn't exist. They inhabit hidden, magical sites and hold their duty above mortal life. If threatened, a sphinx of valor defends its charge with its supernaturally empowered roar and fierce strikes.\n\nSource:\tMonster Manual (2024) p. 294\n\nEnvironment: desert, planar (upper)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 294","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful neutral","senses":"truesight 120 ft.","maxHP":199,"currentHP":199,"temporaryHP":0,"armorClass":17,"speed":"40 ft., fly 60 ft.","initiative":12,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+6","proficiencyBonus":6,"languages":["Celestial","Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"sphinx_of_valor_multiattack","title":"Multiattack","source":"","description":"The sphinx makes two Claw attacks and uses Roar.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_valor_claw","title":"Claw","source":"","description":"Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":12,"damages":{"Slashing":"4d6+6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_valor_roar_3day","title":"Roar (3/Day)","source":"","description":"The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest):\n\nFirst Roar: Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute.\n\nSecond Roar: Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\n\nThird Roar: Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Thunder":"8d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"per day","rechargeAmount":"3/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_valor_spellcasting","title":"Spellcasting","source":"","description":"The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):\n\n\t\u2022 At will: Detect Evil and Good, Thaumaturgy\n\t\u2022 1/Day each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_valor_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Sphinx of Valor can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Sphinx of Valor regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_valor_arcane_prowl","title":"Arcane Prowl","source":"","description":"The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_valor_weight_of_years","title":"Weight of Years","source":"","description":"Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bludgeoning":"3d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_valor_sphinx_lairs","title":"Sphinx Lairs","source":"","description":"Sphinxes typically dwell in places that hold great knowledge or prophetic magic.\n\tThe region containing a sphinx of lore's or sphinx of valor's lair is altered by its presence, creating the following effects:\n\nDistant Sight: While in its lair, the sphinx can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as its Spellcasting action. When cast this way, the spell's range is 1 mile.\n\nInfusion of Knowledge: Whenever the sphinx or one of its allies takes a Study action while within 1 mile of the lair, it adds 1d6 to any ability check it makes for that action.\n\nIf the sphinx dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"sphinx_of_valor_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"sphinx_of_valor_inscrutable","name":"Inscrutable","description":"No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"sphinx_of_valor_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the sphinx fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"clairvoyance","title":"Clairvoyance","source":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","level":3,"school":"Divination","castingTime":"10 minute","range":"1 Miles","duration":"Concentration, up to 10 minute","description":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Great Old One Patron)","School: Divination","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"thaumaturgy","title":"Thaumaturgy","source":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.\n\nAltered Eyes: You alter the appearance of your eyes for 1 minute.\n\nBooming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.\n\nFire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.\n\nInvisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.\n\nPhantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.\n\nTremors: You cause harmless tremors in the ground for 1 minute.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_magic","title":"Dispel Magic","source":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","level":3,"school":"Abjuration","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"greater_restoration","title":"Greater Restoration","source":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","level":5,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"You touch a creature and magically remove one of the following effects from it:\n\n\t\u2022 1 Exhaustion level\n\t\u2022 The Charmed or Petrified condition\n\t\u2022 A curse, including the target's Attunement to a cursed magic item\n\t\u2022 Any reduction to one of the target's ability scores\n\t\u2022 Any reduction to the target's Hit Point maximum","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Life Domain)","Sorcerer (Clockwork Sorcery)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"diamond dust worth 100+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"heroes_feast","title":"Heroes' Feast","source":"You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.\n\tA creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.","level":6,"school":"Conjuration","castingTime":"10 minute","range":"10 feet","duration":"Instantaneous","description":"You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.\n\tA creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.","atHigherLevels":"","prepared":false,"roll":{"base":"2d10"},"tags":["School: Conjuration","Bard","Cleric","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a gem-encrusted bowl worth 1,000+ GP, which the spell consumes","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"zone_of_truth","title":"Zone of Truth","source":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\tAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"10 minute","description":"You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.\n\tAn affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","School: Enchantment","Bard","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":true,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":true,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":true,"Constitution":true,"Dexterity":true,"Intelligence":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Dexterity":false,"Intelligence":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Wisdom":false,"Constitution":false,"Dexterity":false,"Intelligence":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":6,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"19d10+95","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Large","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"celestial","cr":17,"vulnerabilities":[],"resistances":["Necrotic","Radiant"],"immunities":["Psychic"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.220","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"sphinx_of_wonder_monster","sourceCharacterId":null,"name":"Sphinx of Wonder","species":{"id":"celestial","name":"celestial","description":"","size":"Tiny","speed":"20 ft., fly 40 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"celestial","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"7d4+7","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Sphinx of Wonder","description":"","type":"celestial","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"5374696e-8b0e-465e-bdde-a796541215d4","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":6,"Dexterity":17,"Constitution":13,"Intelligence":15,"Wisdom":12,"Charisma":11},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Sphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.\n\nSphinx of Wonder:\nA sphinx of wonder is brightly feathered and the size of a lion cub. One comes into being every time a unique idea is conceived on the Material Plane. Each sphinx of wonder is fascinated by a particular type of story or field of study, and it learns all it can about that topic. It bears a unique sigil on its forehead that suggests the type of knowledge that fascinates it. Sometimes, a sphinx of wonder forms a bond with a mortal scholar and aids them in their research.\n\nSource:\tMonster Manual (2024) p. 291,\n\t\tPlayer's Handbook (2024) p. 357\n\nEnvironment: desert, planar (upper)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 291,\n\t\tPlayer's Handbook (2024) p. 357","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful good","senses":"darkvision 60 ft.","maxHP":24,"currentHP":24,"temporaryHP":0,"armorClass":13,"speed":"20 ft., fly 40 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Celestial","Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"sphinx_of_wonder_rend","title":"Rend","source":"","description":"Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Slashing":"1d4+3","Radiant Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"sphinx_of_wonder_burst_of_ingenuity_2day","title":"Burst of Ingenuity (2/Day)","source":"","description":"Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. 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The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","level":3,"school":"Divination","castingTime":"10 minute","range":"1 Miles","duration":"Concentration, up to 10 minute","description":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. 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Possessing perfect memories, these venomous, cobra-like creatures recall every slight committed against them during their immortal existences. In their dank, joyless lairs, they create vicious plots to avenge themselves against even petty offenses.\n\tSpirit nagas seek to claim what they believe they deserve. Their schemes often involve poisons, vile spells, cursed objects, or magical compulsions, eventually making them wellsprings of diabolical knowledge and evil inspiration. Other villains often seek out spirit nagas as advisers and allies. Roll on or choose a result from the Spirit Naga Grievances table to inspire what motivates a spirit naga's schemes.\n\nSpirit Naga Grievances:\n1d6 | The Spirit Naga Believes...\n1 | A character is to blame for its recent failures.\n2 | It has been evicted from its rightful home.\n3 | Locals have reneged on an age-old bargain.\n4 | Other creatures are mocking it.\n5 | A rival is spying on it.\n6 | Someone's treasure rightfully belongs to it.\n\nSource:\tMonster Manual (2024) p. 297\n\nEnvironment: planar (lower), underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 297","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 60 ft.","maxHP":135,"currentHP":135,"temporaryHP":0,"armorClass":17,"speed":"40 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Abyssal","Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"spirit_naga_multiattack","title":"Multiattack","source":"","description":"The naga makes three attacks, using Bite or Necrotic Ray in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spirit_naga_bite","title":"Bite","source":"","description":"Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus 14 (4d6) Poison damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Piercing":"1d6+4+4d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spirit_naga_necrotic_ray","title":"Necrotic Ray","source":"","description":"Ranged Attack Roll: +6, range 60 ft. Hit: 21 (6d6) Necrotic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":6,"damages":{"Necrotic":"6d6"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spirit_naga_spellcasting","title":"Spellcasting","source":"","description":"The naga casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 14):\n\n\t\u2022 At will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing\n\t\u2022 2/Day each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"spirit_naga_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"spirit_naga_fiendish_restoration","name":"Fiendish Restoration","description":"If it dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"minor_illusion","title":"Minor Illusion","source":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","level":0,"school":"Illusion","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.\n\tIf a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature.\n\nSound: If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nImage: If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Illusion","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":false,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of fleece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"water_breathing","title":"Water Breathing","source":"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","level":3,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Sea)","School: Transmutation","Ritual Caster","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a short reed","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dimension_door","title":"Dimension Door","source":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","level":4,"school":"Conjuration","castingTime":"Action","range":"500 feet","duration":"Instantaneous","description":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","atHigherLevels":"","prepared":false,"roll":{"base":"4d6"},"tags":["Cleric (Trickery Domain)","Paladin (Oath of Vengeance)","Ranger (Fey Wanderer)","School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"hold_person","title":"Hold Person","source":"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional Humanoid for each spell slot level above 2.","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Polar)","Paladin (Oath of Vengeance)","School: Enchantment","Bard","Cleric","Druid","Sorcerer","Warlock","Wizard","Ranger (Winter Walker)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a straight piece of iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"lightning_bolt","title":"Lightning Bolt","source":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.","level":3,"school":"Evocation","castingTime":"Action","range":"100 feet","duration":"Instantaneous","description":"A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. 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Roll on or choose a result from the Spy Personas table to inspire a spy's disguise.\n\nSpy Personas:\n1d4 | The Spy Disguises Themself As...\n1 | A bard or traveling performer.\n2 | A captive or servant of a monster or villain.\n3 | A dignitary or traveler from a distant land.\n4 | A visitor from a different time or world.\n\nSpy Master:\nSpy masters have extensive experience in gathering secrets while leaving no evidence of their presence.\n\nSource:\tMonster Manual (2024) p. 295\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 295","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"","maxHP":137,"currentHP":137,"temporaryHP":0,"armorClass":19,"speed":"30 ft., climb 30 ft.","initiative":9,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Common plus two other languages"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"spy_master_multiattack","title":"Multiattack","source":"","description":"The spy makes three attacks, using Rapier or Hand Crossbow in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"spy_master_rapier","title":"Rapier","source":"","description":"Melee Attack Roll: +9, reach 5 ft. 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The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.\n\tMephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.\n\nSteam Mephit:\nThese arrogant mephits are made of heat and vaporous water. 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Roll on or choose a result from the Stirge Roosts table to inspire where stirges might lurk.\n\nStirge Roosts:\n1d4 | Between Hunts, the Stirge Lurks In...\n1 | The attic or furniture of a ruined building.\n2 | A cave or narrow crevice.\n3 | A hollow tree or thicket.\n4 | The remains of a gigantic, dead creature.\n\nStirge:\nA single stirge is usually little more than an annoyance, but several can be deadly if they attach faster than a victim can remove them.\n\nSource:\tMonster Manual (2024) p. 299\n\nEnvironment: desert, forest, grassland, hill, mountain, swamp, underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 299","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"darkvision 60 ft.","maxHP":5,"currentHP":5,"temporaryHP":0,"armorClass":13,"speed":"10 ft., fly 40 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":[],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"stirge_proboscis","title":"Proboscis","source":"","description":"Melee Attack Roll: +5, reach 5 ft. 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Roll on or choose a result from the Stone Golem Orders table to inspire the commands a stone golem follows.\n\nStone Golem Orders:\n1d6 | The Stone Golem Follows Orders To...\n1 | Allow only those wearing ritual garb to pass.\n2 | Cast Slow on and aid in apprehending anyone who touches a city's prized relic.\n3 | Destroy a dam or bridge at the command of one bearing a ruler's medallion of o\ufb03ce.\n4 | Obey whoever places a missing crest in its chest, then deactivate for a year.\n5 | Reveal a hidden passage to those who recite a leader's final words.\n6 | Watch for and do battle with the type of monster that slew the hero it resembles.\n\nSource:\tMonster Manual (2024) p. 301\n\nEnvironment: any","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 301","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"darkvision 120 ft.","maxHP":220,"currentHP":220,"temporaryHP":0,"armorClass":18,"speed":"30 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["understands Common plus two other languages but can't speak"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"stone_golem_multiattack","title":"Multiattack","source":"","description":"The golem makes two attacks, using Slam or Force Bolt in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"stone_golem_slam","title":"Slam","source":"","description":"Melee Attack Roll: +10, reach 5 ft. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"storm_giant_amphibious","name":"Amphibious","description":"The giant can breathe air and water.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. 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Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. The spell ends if you cast it again.","level":0,"school":"Evocation","castingTime":"Action","range":"Touch","duration":"1 hour","description":"You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.\n\tCovering the object with something opaque blocks the light. 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You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.\n\tWhen you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.\n\nPrecipitation:\nStage | Condition\n1 | Clear\n2 | Light clouds\n3 | Overcast or ground fog\n4 | Rain, hail, or snow\n5 | Torrential rain, driving hail, or blizzard\n\nTemperature:\nStage | Condition\n1 | Heat wave\n2 | Hot\n3 | Warm\n4 | Cool\n5 | Cold\n6 | Freezing\n\nWind:\nStage | Condition\n1 | Calm\n2 | Moderate wind\n3 | Strong wind\n4 | Gale\n5 | Storm","level":8,"school":"Transmutation","castingTime":"10 minute","range":"5 Miles","duration":"Concentration, up to 8 hour","description":"You take control of the weather within 5 miles of you for the duration. 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"8c4de489-1a8e-4f70-9b70-f11737759936","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":8,"Dexterity":17,"Constitution":13,"Intelligence":15,"Wisdom":12,"Charisma":20},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Succubi prey on mortals physically and exploit their waking desires. 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While their language has a distinctly insectile quality, thrikreen often use telepathy to communicate, and groups can rapidly share a wealth of detailed information without making a sound.\n\nThri-kreen Psion:\nThri-kreen psions harness their psychic powers to avoid danger and manipulate objects from afar.\n\nSource:\tMonster Manual (2024) p. 306\n\nEnvironment: desert, grassland","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 306","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral","senses":"darkvision 60 ft.","maxHP":149,"currentHP":149,"temporaryHP":0,"armorClass":16,"speed":"40 ft., fly 20 ft.(hover)","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Thri-kreen; telepathy 120 ft."],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"thrikreen_psion_multiattack","title":"Multiattack","source":"","description":"The thri-kreen makes three Psionic Lance attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"thrikreen_psion_psionic_lance","title":"Psionic Lance","source":"","description":"Melee or Ranged Attack Roll: +7, reach 10 ft. or range 120 ft. Hit: 18 (4d6 + 4) Psychic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Psychic":"4d6+4"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"thrikreen_psion_spellcasting","title":"Spellcasting","source":"","description":"The thri-kreen casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):\n\n\t\u2022 At will: Mage Hand (the hand is Invisible)\n\t\u2022 1/Day each: Detect Thoughts, Sending, Synaptic Static","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"thrikreen_psion_treasure","name":"Treasure","description":"Armaments: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"sending","title":"Sending","source":"You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\tYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 chance that the message doesn't arrive. You know if the delivery fails.\n\tUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.","level":3,"school":"Divination","castingTime":"Action","range":"Unlimited","duration":"Instantaneous","description":"You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.\n\tYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 chance that the message doesn't arrive. You know if the delivery fails.\n\tUpon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","School: Divination","Bard","Cleric","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a copper wire","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"synaptic_static","title":"Synaptic Static","source":"You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.\n\tOn a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.","level":5,"school":"Enchantment","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.\n\tOn a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.","atHigherLevels":"","prepared":false,"roll":{"base":"1d6"},"tags":["School: Enchantment","Bard","Sorcerer","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"4d5dfb50-8de8-442b-b3db-3a7009d2ebaa","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":17,"Dexterity":16,"Constitution":14,"Intelligence":3,"Wisdom":12,"Charisma":8},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Source:\tMonster Manual (2024) p. 371,\n\t\tPlayer's Handbook (2024) p. 358\n\nEnvironment: forest, grassland","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 371,\n\t\tPlayer's Handbook (2024) p. 358","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"unaligned","senses":"darkvision 60 ft.","maxHP":30,"currentHP":30,"temporaryHP":0,"armorClass":13,"speed":"40 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Hit: 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Slashing":"2d6+3"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.\n\nTree Blight:\nTree blights look like ancient, dead trees with gnarled limbs and splintered hollows. Imbued with bloodlust, these blights feed on the living. Evidence of their past meals is often tangled amid their branches and roots. Tree blights cooperate with other blights, but they attack other tree-shaped beings they encounter, such as awakened trees and treants.\n\nSource:\tMonster Manual (2024) p. 44\n\nEnvironment: forest","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 44","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"blindsight 60 ft.","maxHP":115,"currentHP":115,"temporaryHP":0,"armorClass":15,"speed":"30 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["understands Common and Druidic but can't speak"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"tree_blight_multiattack","title":"Multiattack","source":"","description":"The blight makes two Branch attacks and uses Grasping Root.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"tree_blight_branch","title":"Branch","source":"","description":"Melee Attack Roll: +9, reach 15 ft. 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Failure: 10 (3d6) Psychic damage, and the target has the Stunned condition until the start of the ultroloth's next turn. Success: The target is immune to this ultroloth's Hypnotic Gaze for 24 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On a successful check, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"invisibility","title":"Invisibility","source":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","level":2,"school":"Illusion","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.\n\nInvisible:\n\t\u2022 An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.\n\t\u2022 Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Illusion","Touch Spells","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"an eyelash in gum arabic","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"misty_step","title":"Misty Step","source":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","level":2,"school":"Conjuration","castingTime":"Bonus Action","range":"Self","duration":"Instantaneous","description":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Druid (Circle of the Land) (Temperate)","Paladin (Oath of the Ancients)","Paladin (Oath of Vengeance)","Ranger (Fey Wanderer)","Warlock (Archfey Patron)","School: Conjuration","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"suggestion","title":"Suggestion","source":"You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, \"Fetch the key to the cult's treasure vault, and give the key to me.\" Or you could say, \"Stop fighting, leave this library peacefully, and don't return.\"\n\tThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.","level":2,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 8 hour","description":"You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, \"Fetch the key to the cult's treasure vault, and give the key to me.\" Or you could say, \"Stop fighting, leave this library peacefully, and don't return.\"\n\tThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Fiend Patron)","School: Enchantment","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":true,"materialComponentDesc":"a drop of honey","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"alter_self","title":"Alter Self","source":"You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation: You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance: You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons: You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.","level":2,"school":"Transmutation","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.\n\nAquatic Adaptation: You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.\n\nChange Appearance: You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.\n\nNatural Weapons: You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.","atHigherLevels":"","prepared":false,"roll":{"base":"1d6"},"tags":["Sorcerer (Draconic Sorcery)","School: Transmutation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"clairvoyance","title":"Clairvoyance","source":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","level":3,"school":"Divination","castingTime":"10 minute","range":"1 Miles","duration":"Concentration, up to 10 minute","description":"You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.\n\tWhen you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.\n\tA creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Warlock (Great Old One Patron)","School: Divination","Bard","Cleric","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dimension_door","title":"Dimension Door","source":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","level":4,"school":"Conjuration","castingTime":"Action","range":"500 feet","duration":"Instantaneous","description":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","atHigherLevels":"","prepared":false,"roll":{"base":"4d6"},"tags":["Cleric (Trickery Domain)","Paladin (Oath of Vengeance)","Ranger (Fey Wanderer)","School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fireball","title":"Fireball","source":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","level":3,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Cleric (Light Domain)","Druid (Circle of the Land) (Arid)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a ball of bat guano and sulfur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wall_of_fire","title":"Wall of Fire","source":"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\tWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\tOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.","level":4,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\tWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\tOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 4.","prepared":false,"roll":{"4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["Cleric (Light Domain)","Warlock (Celestial Patron)","Warlock (Fiend Patron)","School: Evocation","Druid","Sorcerer","Wizard","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of charcoal","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":true,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0},"hitDice":"26d8+104","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"fiend (yugoloth)","cr":13,"vulnerabilities":[],"resistances":["Cold","Fire","Lightning"],"immunities":["Acid","Poison"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.294","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"umber_hulk_monster","sourceCharacterId":null,"name":"Umber Hulk","species":{"id":"monstrosity","name":"monstrosity","description":"","size":"Large","speed":"30 ft., burrow 20 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"monstrosity","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"11d10+33","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Umber Hulk","description":"","type":"monstrosity","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"39aad8b1-4e11-403a-baeb-bee4c4b3c07f","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":20,"Dexterity":13,"Constitution":16,"Intelligence":9,"Wisdom":10,"Charisma":10},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Lumbering, carapace-armored bipeds, umber hulks burrow through the Underdark, feeding on anything they can crush in their mighty mandibles. These tenacious hunters sense movement through the surrounding earth, then burst through cavern walls to surprise their prey. Those ambushed by umber hulks risk meeting the gaze of the monsters' eerie, multifaceted eyes, which can cause others to act irrationally and even lash out at their allies.\n\tUmber hulks typically lurk in tunnels they've burrowed alongside other passages. When they detect creatures moving, they burst through the rock walls between the passages to attack. While these monsters can communicate with one other, they usually hunt alone and avoid each other's territories. Umber hulks focus on finding food and crushing intruders. They have little interest in allying with other creatures, but manipulative inhabitants of the Underdark, such as beholders and mind flayers, sometimes compel umber hulks to serve them.\n\nSource:\tMonster Manual (2024) p. 312\n\nEnvironment: underdark","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 312","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 120 ft., tremorsense 60 ft.","maxHP":93,"currentHP":93,"temporaryHP":0,"armorClass":18,"speed":"30 ft., burrow 20 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Umber Hulk"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"umber_hulk_multiattack","title":"Multiattack","source":"","description":"The umber hulk makes three Rend attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"umber_hulk_rend","title":"Rend","source":"","description":"Melee Attack Roll: +8, reach 10 ft. 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"unicorn_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Unicorn regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"unicorn_charging_horn","title":"Charging Horn","source":"","description":"The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"unicorn_shimmering_shield","title":"Shimmering Shield","source":"","description":"The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bludgeoning":"3d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"unicorn_unicorn_lairs","title":"Unicorn Lairs","source":"","description":"Unicorns dwell in unspoiled forests, particularly where benevolent Fey creatures live.\n\tThe region containing a unicorn's lair is changed by its presence, creating the following effects:\n\nObscuring Foliage: The unicorn and its allies have Advantage on Dexterity (Stealth) checks while within 1 mile of the lair.\n\nPositive Energy: Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it regains the maximum number of Hit Points possible.\n\nAdditionally, the effects of curses are suppressed within 1 mile of the lair.\n\tIf the unicorn dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"unicorn_treasure","name":"Treasure","description":"Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"unicorn_legendary_resistance_3day","name":"Legendary Resistance (3/Day)","description":"If the unicorn fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"unicorn_magic_resistance","name":"Magic Resistance","description":"The unicorn has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_evil_and_good","title":"Detect Evil and Good","source":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"druidcraft","title":"Druidcraft","source":"Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","level":0,"school":"Transmutation","castingTime":"Action","range":"30 feet","duration":"Instantaneous","description":"Whispering to the spirits of nature, you create one of the following effects within range.\n\nWeather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\n\nBloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\n\nSensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.\n\nFire Play: You light or snuff out a candle, a torch, or a campfire.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Druid"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"calm_emotions","title":"Calm Emotions","source":"Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\t\u2022 The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\n\t\u2022 The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.","level":2,"school":"Enchantment","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 minute","description":"Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):\n\n\t\u2022 The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.\n\n\t\u2022 The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Archfey Patron)","School: Enchantment","Bard","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_evil_and_good","title":"Dispel Evil and Good","source":"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment: As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal: As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","level":5,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\nBreak Enchantment: As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.\n\nDismissal: As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Abjuration","Cleric","Paladin"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"powdered silver and iron","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"entangle","title":"Entangle","source":"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","level":1,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"pass_without_trace","title":"Pass without Trace","source":"You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.","level":2,"school":"Abjuration","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 hour","description":"You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","School: Abjuration","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"ashes from burned mistletoe","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"word_of_recall","title":"Word of Recall","source":"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\n\tYou must designate a location, such as a temple, as a sanctuary by casting this spell there.","level":6,"school":"Conjuration","castingTime":"Action","range":"5 feet","duration":"Instantaneous","description":"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.\n\tYou must designate a location, such as a temple, as a sanctuary by casting this spell there.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Cleric"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"86495045-ab6b-4700-a91d-298d75aafa7b","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":18,"Dexterity":18,"Constitution":18,"Intelligence":17,"Wisdom":15,"Charisma":18},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Vampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.\n\tUndead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.\n\nVampire Resting Places:\n1d6 | The Vampire's Resting Place Is...\n1 | Among the roots of a dead tree.\n2 | At the bottom of a stagnant pool.\n3 | A co\ufb03n filled with grave dirt.\n4 | A large pot full of blood or vinegar.\n5 | A space accessible only by shape-shifting.\n6 | Within a statue or suit of armor.\n\nVampire:\nVampires are terrifying hunters and manipulators. They use their powers to shape-shift and bend other creatures' wills as they terrorize and feed on populations over generations.\n\nSource:\tMonster Manual (2024) p. 317\n\nEnvironment: underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 317","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"darkvision 120 ft.","maxHP":195,"currentHP":195,"temporaryHP":0,"armorClass":16,"speed":"40 ft., climb 40 ft.","initiative":14,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common plus two other languages"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"vampire_multiattack_vampire_form_only","title":"Multiattack (Vampire Form Only)","source":"","description":"The vampire makes two Grave Strike attacks and uses Bite.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_grave_strike_vampire_form_only","title":"Grave Strike (Vampire Form Only)","source":"","description":"Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Grave Strike":"1d8+4","Necrotic Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_bite_bat_or_vampire_form_only","title":"Bite (Bat or Vampire Form Only)","source":"","description":"Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bite":"1d4+4","Necrotic Damage":"3d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_shapeshift_bonus_action","title":"Shape-Shift (Bonus Action)","source":"","description":"If the vampire isn't in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.\n\tWhile in bat form, the vampire can't speak. Its game statistics, other than its size and Speed, are unchanged.\n\tWhile in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_charm_recharge_56_bonus_action","title":"Charm (Recharge 5-6) (Bonus Action)","source":"","description":"The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire's Bite, the damage of which doesn't end the spell. 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Only one legendary action can be used at a time and only at the end of another creature's turn. 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While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.\n\tUndead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.\n\nVampire Resting Places:\n1d6 | The Vampire's Resting Place Is...\n1 | Among the roots of a dead tree.\n2 | At the bottom of a stagnant pool.\n3 | A co\ufb03n filled with grave dirt.\n4 | A large pot full of blood or vinegar.\n5 | A space accessible only by shape-shifting.\n6 | Within a statue or suit of armor.\n\nVampire Familiar:\nVampire familiars are living people who serve vampires, either willingly or due to coercion by their deathless masters. They channel deathly energy through their weapons, incapacitating unsuspecting targets and leaving their victims as helpless prey for their vampire masters.\n\tMany vampire familiars aspire to eventually become vampires, while others are magically charmed or serve as part of some terrible bargain. In each case, these vampire servants show signs of their vampiric corruption, such as corpse-like complexions, uncanny reflexes, and evidence of their masters' repeated feedings. A vampire familiar loses its supernatural abilities and returns to its original Humanoid state if its vampire master is destroyed.\n\nSource:\tMonster Manual (2024) p. 314\n\nEnvironment: underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 314","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 60 ft.","maxHP":65,"currentHP":65,"temporaryHP":0,"armorClass":15,"speed":"30 ft., climb 30 ft.","initiative":5,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common plus one other language"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"vampire_familiar_multiattack","title":"Multiattack","source":"","description":"The familiar makes two Umbral Dagger attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_familiar_umbral_dagger","title":"Umbral Dagger","source":"","description":"Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. 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Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.\n\nVampire Resting Places:\n1d6 | The Vampire's Resting Place Is...\n1 | Among the roots of a dead tree.\n2 | At the bottom of a stagnant pool.\n3 | A co\ufb03n filled with grave dirt.\n4 | A large pot full of blood or vinegar.\n5 | A space accessible only by shape-shifting.\n6 | Within a statue or suit of armor.\n\nVampire Umbral Lord:\nVampire umbral lords embrace their ties to the darkness, devoting themselves to sinister powers in exchange for access to forbidden magic.\n\nSource:\tMonster Manual (2024) p. 318\n\nEnvironment: underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 318","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"lawful evil","senses":"blindsight 120 ft.","maxHP":187,"currentHP":187,"temporaryHP":0,"armorClass":16,"speed":"40 ft., climb 40 ft., fly 40 ft.(hover)","initiative":14,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common plus three other languages"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"vampire_umbral_lord_multiattack","title":"Multiattack","source":"","description":"The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_umbral_lord_grave_strike","title":"Grave Strike","source":"","description":"Melee Attack Roll: +10, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage plus 13 (3d8) Necrotic damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":10,"damages":{"Slashing":"1d8+5","Necrotic Damage":"3d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_umbral_lord_sickening_ray","title":"Sickening Ray","source":"","description":"Ranged Attack Roll: +10, range 120 ft. Hit: 16 (2d10 + 5) Necrotic damage, and the target has the Poisoned condition until the start of the vampire's next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":10,"damages":{"Necrotic":"2d10+5"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_umbral_lord_hunger_of_hadar_recharge_56","title":"Hunger of Hadar (Recharge 5-6)","source":"","description":"The vampire casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18).","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_umbral_lord_sanguine_drain_bonus_action","title":"Sanguine Drain (Bonus Action)","source":"","description":"Constitution Saving Throw: DC 18, one creature the vampire can see within 30 feet that isn't a Construct or an Undead. Failure: 14 (4d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the damage taken, and the vampire regains Hit Points equal to that amount.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Sanguine Drain":"4d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_umbral_lord_legendary_actions_3turn","title":"Legendary Actions (3/Turn)","source":"","description":"The Vampire Umbral Lord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Vampire Umbral Lord regains spent legendary actions at the start of its turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_umbral_lord_umbral_strike","title":"Umbral Strike","source":"","description":"The vampire moves up to half its Speed, and it makes one Grave Strike or Sickening Ray attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_umbral_lord_beguile","title":"Beguile","source":"","description":"The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18). The vampire can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_umbral_lord_vampire_lairs","title":"Vampire Lairs","source":"","description":"Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.\n\tThe region containing a vampire's lair is warped by its presence, creating the following effects:\n\nChildren of the Night: The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.\n\nLooming Shadows: Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.\n\nMists: The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire and any creatures of its choice are unaffected by the fog.\n\nIf the vampire dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"vampire_umbral_lord_treasure","name":"Treasure","description":"Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"vampire_umbral_lord_size","name":"Size","description":"Small, Medium","type":"Monster 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Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.\n\tWhite dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory\u2014the details of which inflate as these dragons age.\n\nWhite Dragon Wyrmling:\nWhite dragon wyrmlings usually head off on their own soon after hatching. While the cold means little to these creatures, food is scarce in arctic realms, and predators there are merciless. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"white_dragon_wyrmling_ice_walk","name":"Ice Walk","description":"The dragon can move across and climb icy surfaces without needing to make an ability check. 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Unlike mere zombies, they retain the memories and evil agendas they harbored in life.\n\tAfter dying and returning from the grave, a wight continues its villainous ways, but it is now driven by a hunger for life. A wight drains living essence through its attacks. Humanoids slain by a wight's life-sapping grip reanimate a day later and serve the wight as obedient zombies.\n\tWights might return from the dead for a multitude of sinister reasons. Roll on or choose a result from the Wight Motives table to inspire why a wight plagues the living.\n\nWight Motives:\n1d8 | The Wight Returned from the Dead To...\n1 | Challenge anyone who passes near its grave on a certain cursed night.\n2 | Conquer the land it believes it should rule.\n3 | Continue the crimes it was executed for.\n4 | Follow the foul master it served in life.\n5 | Honor an oath it left unfulfilled in life.\n6 | Obey the cult or deity that gave it unlife.\n7 | Prove it was the greatest warrior to ever live.\n8 | Seek its stolen heart or other treasure.\n\nSource:\tMonster Manual (2024) p. 332\n\nEnvironment: desert, planar (shadowfell), swamp, underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 332","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 60 ft.","maxHP":82,"currentHP":82,"temporaryHP":0,"armorClass":14,"speed":"30 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Common plus one other language"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"wight_multiattack","title":"Multiattack","source":"","description":"The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. 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Reclusive and merciless, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws. In addition to their physical might, yetis can chill creatures with a look, freezing their foes in place, and they can conjure ice and hurl it at foes.\n\tDue to yetis' elusiveness, folktales about yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes' aversion to fire.\n\nYeti:\nYetis hunt alone or in small family groups. They avoid the settlements of other creatures but lurk near paths frequented by traders and herders to pick off unsuspecting prey. 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In their rarely seen true forms, these noxious manipulators appear as evershifting masses of dripping tentacles and toxic flesh crowned by a single baleful eye. More often, though, yochlols take the form of spiders or zealous cultists. They use manipulative magic and dangerous rhetoric to spread demonic cults, corrupt the righteous, and further the plots of their fiendish overlords. They relish coercing the unwitting into furthering demonic plots and turning mortals against one another.\n\tMost yochlols serve Lolth. The Demon Queen of Spiders claims all yochlols as minions and orders any yochlols that disagree destroyed. In rare cases, yochlols might serve other demon lords, particularly manipulative or changeable ones like Graz'zt, Juiblex, and Zuggtmoy.\n\tDespite their service to demon lords, yochlols harbor their own vicious whims and ambitions. They might claim to speak for their overlords to further their own ambitions or seek to reveal rivals' selfish goals to gain standing with their demonic masters.\n\nSource:\tMonster Manual (2024) p. 341\n\nEnvironment: planar (abyss)","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 341","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"darkvision 120 ft.","maxHP":153,"currentHP":153,"temporaryHP":0,"armorClass":15,"speed":"30 ft., climb 30 ft.","initiative":8,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Abyssal","Elvish","Undercommon"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"yochlol_multiattack","title":"Multiattack","source":"","description":"The yochlol makes two Caustic Lash attacks, and it can use Spellcasting to cast Web or Dominate Person if available.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yochlol_caustic_lash","title":"Caustic Lash","source":"","description":"Melee or Ranged Attack Roll: +8, reach 10 ft. or range 120 ft. Hit: 25 (6d6 + 4) Acid damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":8,"damages":{"Acid":"6d6+4"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yochlol_spellcasting","title":"Spellcasting","source":"","description":"The yochlol casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):\n\n\t\u2022 At will: Detect Thoughts, Gaseous Form (self only), Web\n\t\u2022 1/Day: Dominate Person","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"per day","rechargeAmount":"1/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yochlol_shapeshift_bonus_action","title":"Shape-Shift (Bonus Action)","source":"","description":"The yochlol shape-shifts into a Medium Humanoid or a Medium spider or back into its true form. Its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yochlol_toxic_escape","title":"Toxic Escape","source":"","description":"Trigger: The yochlol is hit by an attack roll. Response: The yochlol halves the attack's damage to itself (round down), and it teleports to an unoccupied space it can see within 30 feet of itself. Constitution Saving Throw: DC 15, each creature within 5 feet of the yochlol's destination space. Failure: The target has the Poisoned condition until the end of its next turn. While Poisoned, it has the Incapacitated condition.","properties":"Reaction","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"yochlol_demonic_restoration","name":"Demonic Restoration","description":"If the yochlol dies outside the Abyss, its body dissolves, and it gains a new body instantly, reviving with all its Hit Points in the Abyss.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"yochlol_magic_resistance","name":"Magic Resistance","description":"The yochlol has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"yochlol_spider_climb","name":"Spider Climb","description":"The yochlol can climb difficult surfaces, including along ceilings, without needing to make an ability check.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"yochlol_web_walker","name":"Web Walker","description":"The yochlol ignores movement restrictions caused by webs.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"gaseous_form","title":"Gaseous Form","source":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","level":3,"school":"Transmutation","castingTime":"Action","range":"Touch","duration":"Concentration, up to 1 hour","description":"A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.\n\tWhile in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.\n\tThe target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 3.","prepared":false,"roll":{},"tags":["School: Transmutation","Touch Spells","Sorcerer","Warlock","Wizard","Paladin (Oath of the Noble Genies)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of gauze","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"web","title":"Web","source":"You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\n\tIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\n\tThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\n\tA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\n\tThe webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.","level":2,"school":"Conjuration","castingTime":"Action","range":"60 feet","duration":"Concentration, up to 1 hour","description":"You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.\n\tIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.\n\tThe first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.\n\tA creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.\n\tThe webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.","atHigherLevels":"","prepared":false,"roll":{"base":"2d4"},"tags":["Druid (Circle of the Land) (Tropical)","School: Conjuration","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bit of spiderweb","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dominate_person","title":"Dominate Person","source":"One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. 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Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.\n\tWhite dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory\u2014the details of which inflate as these dragons age.\n\nYoung White Dragon:\nYoung white dragons defend their hunting grounds from rivals. In some cases, kobolds and groups of humanoids might offer food and treasure to young white dragons, attempting to keep the dragons satiated and less likely to prey on their communities.\n\nSource:\tMonster Manual (2024) p. 328\n\nEnvironment: arctic","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 328","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"chaotic evil","senses":"blindsight 30 ft., darkvision 120 ft.","maxHP":123,"currentHP":123,"temporaryHP":0,"armorClass":17,"speed":"40 ft., fly 80 ft., burrow 20 ft., swim 40 ft.","initiative":3,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"young_white_dragon_multiattack","title":"Multiattack","source":"","description":"The dragon makes three Rend attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"young_white_dragon_rend","title":"Rend","source":"","description":"Melee Attack Roll: +7, reach 10 ft. 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From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\tYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\tYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\nYuan-ti Transformations:\n1d6 | A Yuan-ti Gained Its Snake Features From...\n1 | Bargaining parts of its soul to a pantheon of serpentine demigods.\n2 | A curse laid on its people in the distant past.\n3 | The dream-venom of Merrshaulk, a slumbering snake god.\n4 | Experiments by spirit nagas or other yuan-ti.\n5 | A ritual involving the skin of a fiendish snake.\n6 | Trials to excise its \"weak\" human parts.\n\nYuan-ti Abomination:\nYuan-ti abominations have traded away nearly all evidence of their humanity, coming to resemble giant, upright serpents with scaly arms and hands. In battle, they relish opportunities to crush foes in their powerful coils or strike with their venomous fangs. These abominations can also shape-shift into snakes. In these forms, abominations are indistinguishable from normal serpents.\n\tThe true threat of yuan-ti abominations stems not from their physical might but from their cunning. These masterminds often lead cultlike cells of other yuan-ti and direct them in enacting elaborate conspiracies. Abominations avoid jeopardizing themselves, typically scheming from hidden bastions where they're protected by yuan-ti and serpent guardians. These coldhearted leaders have a unique understanding of the supernatural forces that grant yuan-ti their powers, and they usually have insidious magical traps and contingencies at their disposal.\n\nSource:\tMonster Manual (2024) p. 345\n\nEnvironment: desert, forest, swamp, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 345","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 60 ft.","maxHP":127,"currentHP":127,"temporaryHP":0,"armorClass":15,"speed":"40 ft., climb 30 ft.","initiative":6,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+3","proficiencyBonus":3,"languages":["Abyssal","Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"yuanti_abomination_multiattack","title":"Multiattack","source":"","description":"The yuan-ti makes two Bite attacks, and it can use Spellcasting to cast Suggestion if available.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_abomination_bite","title":"Bite","source":"","description":"Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage plus 10 (3d6) Poison damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":7,"damages":{"Piercing":"2d6+4","Poison Damage":"3d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_abomination_constrict","title":"Constrict","source":"","description":"Strength Saving Throw: DC 15, one Large or smaller creature within 5 feet. Failure: 28 (7d6 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends. Success: Half damage only.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bludgeoning":"7d6+4"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_abomination_poison_spray_recharge_56","title":"Poison Spray (Recharge 5-6)","source":"","description":"Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 21 (6d6) Poison damage, and the target has the Poisoned condition until the end of the yuan-ti's next turn. While Poisoned, the target has the Blinded condition. Success: Half damage only.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Poison Spray":"6d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":1,"recharge":"d6","rechargeAmount":"5-6","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_abomination_spellcasting_yuanti_form_only","title":"Spellcasting (Yuan-ti Form Only)","source":"","description":"The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 15):\n\n\t\u2022 At will: Animal Friendship (snakes only)\n\t\u2022 3/Day: Suggestion","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":3,"recharge":"per day","rechargeAmount":"3/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_abomination_shapeshift_bonus_action","title":"Shape-Shift (Bonus Action)","source":"","description":"The yuan-ti shape-shifts into a Large snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti's game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn't transformed.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"yuanti_abomination_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. 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Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"4ba568ce-ec4f-4c68-ae36-9f399b1931fd","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":11,"Dexterity":12,"Constitution":11,"Intelligence":13,"Wisdom":14,"Charisma":12},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Exploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\tYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\tYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\nYuan-ti Transformations:\n1d6 | A Yuan-ti Gained Its Snake Features From...\n1 | Bargaining parts of its soul to a pantheon of serpentine demigods.\n2 | A curse laid on its people in the distant past.\n3 | The dream-venom of Merrshaulk, a slumbering snake god.\n4 | Experiments by spirit nagas or other yuan-ti.\n5 | A ritual involving the skin of a fiendish snake.\n6 | Trials to excise its \"weak\" human parts.\n\nYuan-ti Infiltrator:\nInfiltrators can pass as human, their serpentine features limited to scaly skin, forked tongues, and other minor or internal transformations. These spies insinuate themselves among their rivals, manipulating others and making foes vulnerable to the plots of more powerful yuan-ti.\n\nSource:\tMonster Manual (2024) p. 342\n\nEnvironment: desert, forest, swamp, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 342","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 60 ft.","maxHP":40,"currentHP":40,"temporaryHP":0,"armorClass":11,"speed":"30 ft.","initiative":1,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Abyssal","Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"yuanti_infiltrator_multiattack","title":"Multiattack","source":"","description":"The yuan-ti makes two Scimitar attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_infiltrator_scimitar","title":"Scimitar","source":"","description":"Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":3,"damages":{"Slashing":"1d6+1"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_infiltrator_poison_ray","title":"Poison Ray","source":"","description":"Ranged Attack Roll: +4, range 120 ft. Hit: 9 (2d6 + 2) Poison damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":4,"damages":{"Poison":"2d6+2"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_infiltrator_spellcasting","title":"Spellcasting","source":"","description":"The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):\n\n\t\u2022 At will: Animal Friendship (snakes only)\n\t\u2022 2/Day: Suggestion","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"yuanti_infiltrator_treasure","name":"Treasure","description":"Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"yuanti_infiltrator_magic_resistance","name":"Magic Resistance","description":"The yuan-ti has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"animal_friendship","title":"Animal Friendship","source":"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. 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The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, \"Fetch the key to the cult's treasure vault, and give the key to me.\" Or you could say, \"Stop fighting, leave this library peacefully, and don't return.\"\n\tThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.","level":2,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 8 hour","description":"You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, \"Fetch the key to the cult's treasure vault, and give the key to me.\" Or you could say, \"Stop fighting, leave this library peacefully, and don't return.\"\n\tThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. 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From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\tYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\tYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\nYuan-ti Transformations:\n1d6 | A Yuan-ti Gained Its Snake Features From...\n1 | Bargaining parts of its soul to a pantheon of serpentine demigods.\n2 | A curse laid on its people in the distant past.\n3 | The dream-venom of Merrshaulk, a slumbering snake god.\n4 | Experiments by spirit nagas or other yuan-ti.\n5 | A ritual involving the skin of a fiendish snake.\n6 | Trials to excise its \"weak\" human parts.\n\nYuan-ti Malisons:\nMalisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace.\n\tMalisons exhibit snakelike features that make them deadly in combat. Three general types exist:\n\nType 1:\nThese malisons have human bodies and the heads of giant, venomous snakes.\n\nSource:\tMonster Manual (2024) p. 343\n\nEnvironment: desert, forest, swamp, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 343","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 60 ft.","maxHP":66,"currentHP":66,"temporaryHP":0,"armorClass":12,"speed":"30 ft., climb 30 ft.(snake form only)","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Abyssal","Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"yuanti_malison_type_1_multiattack","title":"Multiattack","source":"","description":"The yuan-ti makes two attacks, using Bite or Poison Ray in any combination, and it can use Spellcasting to cast Suggestion if available.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_malison_type_1_bite","title":"Bite","source":"","description":"Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (2d6) Poison damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Piercing":"1d4+3","Poison Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_malison_type_1_poison_ray_yuanti_form_only","title":"Poison Ray (Yuan-ti Form Only)","source":"","description":"Ranged Attack Roll: +5, range 120 ft. Hit: 12 (2d8 + 3) Poison damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Poison Ray":"2d8+3"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_malison_type_1_spellcasting_yuanti_form_only","title":"Spellcasting (Yuan-ti Form Only)","source":"","description":"The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):\n\n\t\u2022 At will: Animal Friendship (snakes only)\n\t\u2022 2/Day: Suggestion","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_malison_type_1_shapeshift_bonus_action","title":"Shape-Shift (Bonus Action)","source":"","description":"The yuan-ti shape-shifts into a Medium snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti's game statistics are the same in each form, except where noted. 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The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"yuanti_malison_type_1_magic_resistance","name":"Magic Resistance","description":"The yuan-ti has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"animal_friendship","title":"Animal Friendship","source":"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional Beast for each spell slot level above 1.","prepared":false,"roll":{},"tags":["School: Enchantment","Bard","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a morsel of food","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"suggestion","title":"Suggestion","source":"You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, \"Fetch the key to the cult's treasure vault, and give the key to me.\" Or you could say, \"Stop fighting, leave this library peacefully, and don't return.\"\n\tThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.","level":2,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 8 hour","description":"You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. 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From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\tYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\tYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\nYuan-ti Transformations:\n1d6 | A Yuan-ti Gained Its Snake Features From...\n1 | Bargaining parts of its soul to a pantheon of serpentine demigods.\n2 | A curse laid on its people in the distant past.\n3 | The dream-venom of Merrshaulk, a slumbering snake god.\n4 | Experiments by spirit nagas or other yuan-ti.\n5 | A ritual involving the skin of a fiendish snake.\n6 | Trials to excise its \"weak\" human parts.\n\nYuan-ti Malisons:\nMalisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace.\n\tMalisons exhibit snakelike features that make them deadly in combat. Three general types exist:\n\nType 2:\nThese malisons have human bodies, but they've replaced their arms with snakes.\n\nSource:\tMonster Manual (2024) p. 343\n\nEnvironment: desert, forest, swamp, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 343","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 60 ft.","maxHP":66,"currentHP":66,"temporaryHP":0,"armorClass":12,"speed":"30 ft., climb 30 ft.(snake form only)","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Abyssal","Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"yuanti_malison_type_2_multiattack","title":"Multiattack","source":"","description":"The yuan-ti makes two Bite attacks, and it can use Spellcasting to cast Suggestion if available.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_malison_type_2_bite","title":"Bite","source":"","description":"Melee Attack Roll: +5, reach 10 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Piercing":"1d8+3","Poison Damage":"2d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal 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The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. 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The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, \"Fetch the key to the cult's treasure vault, and give the key to me.\" Or you could say, \"Stop fighting, leave this library peacefully, and don't return.\"\n\tThe target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.","level":2,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 8 hour","description":"You suggest a course of activity\u2014described in no more than 25 words\u2014to one creature you can see within range that can hear and understand you. 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From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.\n\tYuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.\n\tYuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.\n\nYuan-ti Transformations:\n1d6 | A Yuan-ti Gained Its Snake Features From...\n1 | Bargaining parts of its soul to a pantheon of serpentine demigods.\n2 | A curse laid on its people in the distant past.\n3 | The dream-venom of Merrshaulk, a slumbering snake god.\n4 | Experiments by spirit nagas or other yuan-ti.\n5 | A ritual involving the skin of a fiendish snake.\n6 | Trials to excise its \"weak\" human parts.\n\nYuan-ti Malisons:\nMalisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace.\n\tMalisons exhibit snakelike features that make them deadly in combat. Three general types exist:\n\nType 3:\nThese malisons are human from the waist up, but below that extend the coils of a giant snake.\n\nSource:\tMonster Manual (2024) p. 344\n\nEnvironment: desert, forest, swamp, urban","background":{"id":"monster_background","name":"Monster","source":"Monster Manual (2024) p. 344","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"neutral evil","senses":"darkvision 60 ft.","maxHP":66,"currentHP":66,"temporaryHP":0,"armorClass":12,"speed":"30 ft., climb 30 ft.","initiative":2,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+2","proficiencyBonus":2,"languages":["Abyssal","Common","Draconic"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"yuanti_malison_type_3_multiattack","title":"Multiattack","source":"","description":"The yuan-ti makes two Poison Burst attacks, and it can use Spellcasting to cast Suggestion if available.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_malison_type_3_poison_burst_yuanti_form_only","title":"Poison Burst (Yuan-ti Form Only)","source":"","description":"Melee or Ranged Attack Roll: +5, reach 5 ft. or range 120 ft. Hit: 12 (2d8 + 3) Poison damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":5,"damages":{"Poison Burst":"2d8+3"},"price":null,"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"yuanti_malison_type_3_constrict","title":"Constrict","source":"","description":"Strength Saving Throw: DC 13, one Medium or smaller creature within 5 feet. Failure: 21 (4d8 + 3) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple 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Also known as falxugons among the ranks of the Nine Hells, harvester devils have short horns and expressive tails. Most harvester devils dress in flattering finery. They promise wealth or influence to corruptible mortals, often securing a deal with a contract they produce in a flash of brimstone. This contract binds the mortal signatory's soul to the Nine Hells.\n\tHarvester devils' contracts are lengthy and convoluted, but these devils are quick to make deals and might leave loopholes that can save a signatory's soul.\n\nRoll on or choose a result from the Contract Loopholes table to inspire a loophole an astute reader might discover.\n\nContract Loopholes:\n1d6 | The Contract Is Void if the Signatory...\n1 | Delivers ninety nine other souls to Mephistopheles.\n2 | Stands under the light of a full moon and a half-moon simultaneously.\n3 | Renounces the contract while in the Abyss.\n4 | Is under the protection of another fiend.\n5 | Has an identical twin or clone.\n6 | Tricks the devil into signing any other contract.\n\nSource:\tAstarion's Book of Hungers\n\nEnvironment: planar","background":{"id":"monster_background","name":"Monster","source":"Astarion's Book of Hungers","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"Lawful Evil","senses":"Darkvision 120 ft. 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Despite their large tongues, speaker devils speak with clear and pleasing voices. Among the ranks of the Nine Hells, they are known as logokrons.\n\tMany speaker devils are loyal to the archdevil Mephistopheles. These devils record the secrets they uncover in Mephistar, Mephistopheles's vast library in Cania. While greedy to uncover other creatures' secrets, speaker devils diligently redact any evidence of their own secrets, lest such knowledge be used against them.\n\nSource:\tAstarion's Book of Hungers\n\nEnvironment: urban, planar","background":{"id":"monster_background","name":"Monster","source":"Astarion's Book of Hungers","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"Lawful Evil","senses":"Darkvision 120 ft. (unimpeded by magical Darkness)","maxHP":189,"currentHP":189,"temporaryHP":0,"armorClass":17,"speed":"30 ft., fly 30 ft.","initiative":4,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Infernal; telepathy 120 ft"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"speaker_devil_multiattack","title":"Multiattack","source":"","description":"The devil makes two Thundering Halberd attacks.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"speaker_devil_thundering_halberd","title":"Thundering Halberd","source":"","description":"Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 14 (4d6) Thunder damage.","properties":"Action, Reach (10 ft.)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Thunder":"(2d10+5)+(4d6)","Slashing Damage":"2d10+5","Thunder Damage":"4d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"speaker_devil_spellcasting","title":"Spellcasting","source":"","description":"The devil casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 18):\n\n\t\u2022 At Will: Detect Magic, Detect Thoughts\n\t\u2022 2/Day Each: Dimension Door, Modify Memory","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"speaker_devil_utterance_of_pain_bonus_action","title":"Utterance of Pain (Bonus Action)","source":"","description":"Wisdom Saving Throw: DC 18, each creature in a 20-foot Emanation originating from the devil. Failure: The target has the Stunned condition until the end of the devil's next turn.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"speaker_devil_utterance_of_unmaking_bonus_action","title":"Utterance of Unmaking (Bonus Action)","source":"","description":"Constitution Saving Throw: DC 18, each creature in a 20-foot Emanation originating from the devil. Failure: 22 (4d10) Force damage. Success: Half damage.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Force Damage":"4d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"speaker_devil_treasure","name":"Treasure","description":"Armaments: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"speaker_devil_diabolical_restoration","name":"Diabolical Restoration","description":"If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"speaker_devil_magic_resistance","name":"Magic Resistance","description":"The devil has Advantage on saving throws against spells and other magical effects.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dimension_door","title":"Dimension Door","source":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","level":4,"school":"Conjuration","castingTime":"Action","range":"500 feet","duration":"Instantaneous","description":"You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"300 feet upward to the northwest at a 45-degree angle.\"\n\tYou can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.\n\tIf you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.","atHigherLevels":"","prepared":false,"roll":{"base":"4d6"},"tags":["Cleric (Trickery Domain)","Paladin (Oath of Vengeance)","Ranger (Fey Wanderer)","School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"modify_memory","title":"Modify Memory","source":"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\tWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\tYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\tA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\tA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.","level":5,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 1 minute","description":"You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.\n\tWhile this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.\n\tYou must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.\n\tA modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.\n\tA Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.","atHigherLevels":"Using a Higher-Level Spell Slot: You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).","prepared":false,"roll":{},"tags":["Cleric (Trickery Domain)","Warlock (Great Old One Patron)","School: Enchantment","Bard","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":true,"Athletics":false,"Deception":false,"History":true,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Constitution":true,"Intelligence":true,"Wisdom":true,"Charisma":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0,"Constitution":-5,"Intelligence":-6,"Wisdom":-4,"Charisma":-3},"hitDice":"18d10+90","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Large","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"fiend (devil)","cr":12,"vulnerabilities":[],"resistances":["Cold"],"immunities":["Fire","Poison; Poisoned"],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.417","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"vampire_infernalist_monster","sourceCharacterId":null,"name":"Vampire Infernalist","species":{"id":"undead_(wizard)","name":"undead (wizard)","description":"","size":"Medium","speed":"40 ft., fly 40 ft. (hover)","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"undead (wizard)","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"23d8+69","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Vampire Infernalist","description":"","type":"undead (wizard)","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"9e2202ac-8b66-408d-b331-89086881ac4b","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":19,"Dexterity":16,"Constitution":17,"Intelligence":20,"Wisdom":16,"Charisma":18},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Vampire Arcanist of the Nine Hells\n\nWhile mortal wizards tend to hesitate before bartering their souls to devils for magical power, vampire wizards often believe their immortality will exempt them from any infernal claim to their souls. The archdevil Mephistopheles happily exploits such hubris and proves that even undead aren't immune to the laws of the Nine Hells.\n\tThe greatest hell-bound vampires are masters of hellfire called infernalists, who prey on mages. Vampire infernalists are usually too arrogant to work together; even a large city isn't likely to harbor more than one vampire infernalist. Vampire infernalists are dormant during the day, retreating to resting places hidden from the sun's searing rays before emerging at night to commit unsavory deeds.\n\nSource:\tAstarion's Book of Hungers\n\nEnvironment: planar, underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Astarion's Book of Hungers","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"Lawful Evil","senses":"Darkvision 120 ft. (unimpeded by magical Darkness)","maxHP":172,"currentHP":172,"temporaryHP":0,"armorClass":16,"speed":"40 ft., fly 40 ft. (hover)","initiative":13,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+5","proficiencyBonus":5,"languages":["Common","Infernal"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"vampire_infernalist_multiattack_vampire_form_only","title":"Multiattack (Vampire Form Only)","source":"","description":"The vampire makes two Hellfire Claw attacks and uses Bite.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_infernalist_hellfire_claw_vampire_form_only","title":"Hellfire Claw (Vampire Form Only)","source":"","description":"Melee Attack Roll: +9, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 10 (3d6) Fire damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 17) from one of two claws.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":9,"damages":{"Hellfire Claw":"(2d8+4)+(3d6)","Slashing Damage":"2d8+4","Fire Damage":"3d6"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_infernalist_bite_imp_or_vampire_form_only","title":"Bite (Imp or Vampire Form Only)","source":"","description":"Constitution Saving Throw: DC 18, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 16 (3d10) Necrotic damage and the creature loses its highest-level available spell slot (if any). The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Bite":"(1d4+4)+(3d10)","Piercing Damage":"1d4+4","Necrotic Damage":"3d10"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_infernalist_spellcasting","title":"Spellcasting","source":"","description":"The vampire casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):\n\n\t\u2022 At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation\n\t\u2022 2/Day: Scrying\n\t\u2022 1/Day: Wall of Fire","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":2,"recharge":"per day","rechargeAmount":"2/DAY","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_infernalist_shapeshift_bonus_action","title":"Shape-Shift (Bonus Action)","source":"","description":"If the vampire isn't in sunlight or running water, it shape-shifts into a Tiny imp (Speed 20 ft., Fly Speed 40 ft.), or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.\n\tWhile in imp form, the vampire's game statistics, other than its size and Speed, are unchanged.\n\tWhile in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_infernalist_legendary_actionslegendary_action_uses","title":"Legendary Actions\nLegendary Action Uses","source":"","description":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_infernalist_hellfire_strike","title":"Hellfire Strike","source":"","description":"The vampire moves up to half its Speed, and it makes one Hellfire Claw attack.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_infernalist_infernal_majesty","title":"Infernal Majesty","source":"","description":"Charisma Saving Throw: DC 17, each creature in a 20-foot Emanation originating from the vampire. Failure: 9 (2d8) Psychic damage, and the target has the Frightened condition until the start of its next turn. Success: Half damage only. Failure or Success: The vampire can't take this action again until the start of its next turn.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Weapon","hitBonus":null,"damages":{"Psychic Damage":"2d8"},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_infernalist_teleport","title":"Teleport","source":"","description":"The vampire teleports up to 30 feet to an unoccupied space it can see.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_infernalist_vampire_infernalist_lairs","title":"Vampire Infernalist Lairs","source":"","description":"Vampire infernalists lurk in gloomy libraries or ritual chambers, far from the sun's light.\n\tThe region containing an infernalist's lair is warped by its presence, creating the following effects, all of which happen at the vampire's discretion:\n\n\t\u2022 Diabolic Beasts. Animals in the vampire's domain serve the vampire's will. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.\n\n\t\u2022 Drained Essence. Grasping shadows within 1 mile of the lair sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature can't spend Hit Point Dice at the end of the rest and doesn't regain Hit Points, Hit Point Dice, or spell slots at the end of the rest.\n\n\t\u2022 Tenacious Lore. Within 1 mile of the lair, flame doesn't burn written material.\n\nIf the infernalist dies or moves its lair elsewhere, these effects end immediately.","properties":"Legendary Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false}],"featuresAndTraits":[{"id":"vampire_infernalist_treasure","name":"Treasure","description":"Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"vampire_infernalist_legendary_resistance_3day_or_4day_in_lair","name":"Legendary Resistance (3/Day, or 4/Day in Lair)","description":"If the vampire fails a saving throw, it can choose to succeed instead.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"vampire_infernalist_misty_escape","name":"Misty Escape","description":"If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed.\n\tWhile it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"vampire_infernalist_vampire_weakness","name":"Vampire Weakness","description":"The vampire has these weaknesses:\n\n\t\u2022 Forbiddance. The vampire can't enter a residence without an invitation from an occupant.\n\n\t\u2022 Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.\n\n\t\u2022 Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.\n\n\t\u2022 Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.","type":"Monster Trait","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"feats":[],"spells":[{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"detect_thoughts","title":"Detect Thoughts","source":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","level":2,"school":"Divination","castingTime":"Action","range":"Self","duration":"Concentration, up to 1 minute","description":"You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.\n\nSense Thoughts: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.\n\nRead Thoughts: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.\n\tAs a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.","atHigherLevels":"","prepared":false,"roll":{},"tags":["Sorcerer (Aberrant Sorcery)","Warlock (Great Old One Patron)","School: Divination","Bard","Sorcerer","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"1 Copper Piece","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"dispel_magic","title":"Dispel Magic","source":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","level":3,"school":"Abjuration","castingTime":"Action","range":"120 feet","duration":"Instantaneous","description":"Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.","prepared":false,"roll":{},"tags":["Paladin (Oath of Devotion)","Sorcerer (Clockwork Sorcery)","School: Abjuration","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"fireball","title":"Fireball","source":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","level":3,"school":"Evocation","castingTime":"Action","range":"150 feet","duration":"Instantaneous","description":"A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.\n\tFlammable objects in the area that aren't being worn or carried start burning.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.","prepared":false,"roll":{"3":"8d6","4":"9d6","5":"10d6","6":"11d6","7":"12d6","8":"13d6","9":"14d6"},"tags":["Cleric (Light Domain)","Druid (Circle of the Land) (Arid)","Warlock (Fiend Patron)","School: Evocation","Sorcerer","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a ball of bat guano and sulfur","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"mage_hand","title":"Mage Hand","source":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","level":0,"school":"Conjuration","castingTime":"Action","range":"30 feet","duration":"1 minute","description":"A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.\n\tWhen you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.\n\tAs a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.\n\tThe hand can't attack, activate magic items, or carry more than 10 pounds.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Conjuration","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"prestidigitation","title":"Prestidigitation","source":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","level":0,"school":"Transmutation","castingTime":"Action","range":"10 feet","duration":"1 hour","description":"You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.\n\nSensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\n\nFire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.\n\nClean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.\n\nMinor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\n\nMagic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\n\nMinor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","atHigherLevels":"","prepared":false,"roll":{},"tags":["School: Transmutation","Bard","Sorcerer","Warlock","Wizard"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"scrying","title":"Scrying","source":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","level":5,"school":"Divination","castingTime":"10 minute","range":"Self","duration":"Concentration, up to 10 minute","description":"You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.\n\nYour Knowledge of the Target Is... | Save Modifier\nSecondhand (heard of the target) | +5\nFirsthand (met the target) | +0\nExtensive (know the target well) | -5\n\nYou Have the Target's... | Save Modifier\nPicture or other likeness | -2\nGarment or other possession | -4\nBody part, lock of hair, or bit of nail | -10","atHigherLevels":"","prepared":false,"roll":{},"tags":["Cleric (Light Domain)","Paladin (Oath of Vengeance)","School: Divination","Bard","Cleric","Druid","Warlock","Wizard","Cleric (Knowledge Domain)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]},{"id":"wall_of_fire","title":"Wall of Fire","source":"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\tWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\tOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.","level":4,"school":"Evocation","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 minute","description":"You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.\n\tWhen the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.\n\tOne side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 4.","prepared":false,"roll":{"4":"5d8","5":"6d8","6":"7d8","7":"8d8","8":"9d8","9":"10d8"},"tags":["Cleric (Light Domain)","Warlock (Celestial Patron)","Warlock (Fiend Patron)","School: Evocation","Druid","Sorcerer","Wizard","Sorcerer (Spellfire Sorcery)"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a piece of charcoal","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1,"toggleableModifiers":[]}],"spellSlots":{},"spentCustomFields":{},"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":true,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":true,"Sleight of Hand":false,"Stealth":true,"Survival":false,"Constitution":true,"Intelligence":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Constitution":false,"Intelligence":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false,"Constitution":false,"Intelligence":false},"skillModifiers":{"Acrobatics":0,"Animal Handling":0,"Arcana":0,"Athletics":0,"Deception":0,"History":0,"Insight":0,"Intimidation":0,"Investigation":0,"Medicine":0,"Nature":0,"Perception":0,"Performance":0,"Persuasion":0,"Religion":0,"Sleight of Hand":0,"Stealth":0,"Survival":0,"Constitution":-3,"Intelligence":-5},"hitDice":"23d8+69","xp":0,"hitDiceSpent":"","maxCarryingWeight":0,"size":"Medium","copperPieces":0,"silverPieces":0,"electrumPieces":0,"goldPieces":0,"platinumPieces":0,"useCopper":true,"useSilver":true,"useElectrum":true,"useGold":true,"usePlatinum":true,"useCapacity":true,"useXp":true,"conditions":[],"conditionImmunities":[],"isNPC":true,"type":"undead (wizard)","cr":14,"vulnerabilities":[],"resistances":["Fire","Necrotic","Poison"],"immunities":[],"inspiration":false,"inspirationCount":0,"deathFailSaves":0,"deathSuccessSaves":0,"notes":null,"lastModified":"2026-01-18T13:28:34.424","coinWeight":0.02,"companions":null,"spellFilters":null,"treasure":null,"criticalRange":20,"criticalType":"Double Dice","uses2014RuleSet":false,"aditionalBars":{},"maxMagicalAttunements":3,"archivedNotes":null,"customSkills":{},"showOnlyPreparedSpells":false,"selectedSpeciesAbilities":[],"selectedBackgroundAbilities":[]},{"id":"vampire_warden_monster","sourceCharacterId":null,"name":"Vampire Warden","species":{"id":"undead","name":"undead","description":"","size":"Medium","speed":"30 ft.","traits":[],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":null,"variantSpecies":[],"features":[]},"class":[{"id":"monster","name":"undead","source":"","description":"","primaryAbility":{"logic":"SINGLE","abilities":{}},"hitPointDie":"21d8+96","hitPointsAtLevel1":"","hitPointsPerLevel":"","savingThrowProficiencies":[],"skillProficiencies":[],"weaponProficiencies":"","armorTraining":"","startingEquipmentOptions":[],"level":1,"numberOfSkills":0,"multiclassNumberOfSkills":0,"multiclassWeaponProficiencies":"","multiclassArmorTraining":"","spellcastingMultiplier":1,"spellAbility":"","classFeatures":{"0":[{"id":null,"name":"Vampire Warden","description":"","type":"undead","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"subClasses":{"0":[{"subClassId":"451c7799-0435-4667-93e4-adc9f5065614","name":"","source":"","description":"","features":{},"additionalSpells":{}}]},"selectedSubclassId":null,"hpGainedPerLevel":{}}],"attributes":{"Strength":21,"Dexterity":15,"Constitution":18,"Intelligence":10,"Wisdom":14,"Charisma":17},"attributeModifiers":{},"image":"assets/images/token.png","imagePosition":null,"imageZoom":1,"bio":"Stone-Skinned, Blood-Drinking Guardian\n\nVampires need trusted guards for their lairs, minions, and treasures. After all, vampire familiars don't live for long and are inattentive while sleeping or simpering. Monstrous servants are often too unpredictable or simply unreliable. To keep their lairs safe, some vampires create more durable spawn to serve as watchful guardians. These vampire wardens appear to have the same pallid flesh as most vampires but, through sheer force of will, can shrug off blows that might fell others. When most vampires would be destroyed, a warden turns to stone, heals itself, and is ready for service once again.\n\nSource:\tAstarion's Book of Hungers\n\nEnvironment: underdark, urban","background":{"id":"monster_background","name":"Monster","source":"Astarion's Book of Hungers","description":"","abilityScores":[],"features":[],"skillProficiencies":[],"toolProficiency":"","equipment":[]},"alignment":"Neutral Evil","senses":"Darkvision 120 ft.","maxHP":190,"currentHP":190,"temporaryHP":0,"armorClass":18,"speed":"30 ft.","initiative":6,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"+4","proficiencyBonus":4,"languages":["Common"],"weaponProficiencies":[],"armorShieldProficiencies":[],"instrumentProficiencies":[],"equipment":[{"id":"vampire_warden_multiattack","title":"Multiattack","source":"","description":"The vampire makes two Claw attacks and uses Bite or Guardian's Command.","properties":"Action","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0,"type":"Others","hitBonus":null,"damages":{},"price":null,"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","useAttributeModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false},{"id":"vampire_warden_claw","title":"Claw","source":"","description":"Melee Attack Roll: +9, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage plus 7 (2d6) Necrotic damage. 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Failure: 7 (1d4 + 5) Piercing damage plus 7 (2d6) Necrotic damage. 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